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Created January 11, 2026 18:49
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# Solve.mjs Log - 2026-01-11T18:42:09.202Z
[2026-01-11T18:42:09.203Z] [INFO] 📁 Log file: /home/hive/solve-2026-01-11T18-42-09-201Z.log
[2026-01-11T18:42:09.204Z] [INFO] (All output will be logged here)
[2026-01-11T18:42:09.632Z] [INFO]
[2026-01-11T18:42:09.633Z] [INFO] 🚀 solve v1.2.7
[2026-01-11T18:42:09.633Z] [INFO] 🔧 Raw command executed:
[2026-01-11T18:42:09.634Z] [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/5 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-01-11T18:42:09.634Z] [INFO]
[2026-01-11T18:42:09.648Z] [INFO]
[2026-01-11T18:42:09.648Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T18:42:09.649Z] [INFO]
[2026-01-11T18:42:09.649Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T18:42:09.649Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T18:42:09.649Z] [INFO] • API keys, tokens, or secrets
[2026-01-11T18:42:09.649Z] [INFO] • File paths and directory structures
[2026-01-11T18:42:09.650Z] [INFO] • Command outputs and error messages
[2026-01-11T18:42:09.650Z] [INFO] • Internal system information
[2026-01-11T18:42:09.650Z] [INFO]
[2026-01-11T18:42:09.650Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T18:42:09.651Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T18:42:09.651Z] [INFO]
[2026-01-11T18:42:09.651Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T18:42:09.651Z] [INFO]
[2026-01-11T18:42:14.659Z] [INFO]
[2026-01-11T18:42:14.680Z] [INFO] 💾 Disk space check: 39943MB available (2048MB required) ✅
[2026-01-11T18:42:14.681Z] [INFO] 🧠 Memory check: 8257MB available, swap: 4095MB (633MB used), total: 11719MB (256MB required) ✅
[2026-01-11T18:42:14.682Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:42:14.682Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:42:14.682Z] [INFO] 📋 URL validation:
[2026-01-11T18:42:14.682Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/5
[2026-01-11T18:42:14.682Z] [INFO] Is Issue URL: true
[2026-01-11T18:42:14.682Z] [INFO] Is PR URL: false
[2026-01-11T18:42:14.682Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-01-11T18:42:15.417Z] [INFO] Repository visibility: public
[2026-01-11T18:42:15.417Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-01-11T18:42:15.418Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-01-11T18:42:15.753Z] [INFO] Repository visibility: public
[2026-01-11T18:42:15.755Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T18:42:15.756Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #5...
[2026-01-11T18:42:16.421Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-template...
[2026-01-11T18:42:17.179Z] [INFO] 📝 No existing PRs found for issue #5 - creating new PR
[2026-01-11T18:42:17.179Z] [INFO] 📝 Issue mode: Working with issue #5
[2026-01-11T18:42:17.180Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768156937180
[2026-01-11T18:42:17.182Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T18:42:17.183Z] [INFO] Checking fork status...
[2026-01-11T18:42:17.502Z] [INFO] 🔍 Detecting fork conflicts...
[2026-01-11T18:42:18.759Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-01-11T18:42:19.108Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:42:19.108Z] [INFO] 🔍 Validating fork parent...
[2026-01-11T18:42:19.530Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-template
[2026-01-11T18:42:19.532Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:42:20.776Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1768156937180
[2026-01-11T18:42:20.816Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-template
[2026-01-11T18:42:20.859Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T18:42:20.859Z] [INFO] 🔄 Fetching upstream...
[2026-01-11T18:42:21.168Z] [INFO] ✅ Upstream fetched: Successfully
[2026-01-11T18:42:21.169Z] [INFO] 🔄 Syncing default branch...
[2026-01-11T18:42:21.541Z] [INFO] ℹ️ Default branch: main
[2026-01-11T18:42:21.585Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-01-11T18:42:21.586Z] [INFO] 🔄 Pushing to fork: main branch
[2026-01-11T18:42:22.372Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-01-11T18:42:22.494Z] [INFO]
📌 Default branch: main
[2026-01-11T18:42:22.536Z] [INFO]
🌿 Creating branch: issue-5-3b9b63c4dc32 from main (default)
[2026-01-11T18:42:22.576Z] [INFO] 🔍 Verifying: Branch creation...
[2026-01-11T18:42:22.613Z] [INFO] ✅ Branch created: issue-5-3b9b63c4dc32
[2026-01-11T18:42:22.613Z] [INFO] ✅ Current branch: issue-5-3b9b63c4dc32
[2026-01-11T18:42:22.613Z] [INFO] Branch operation: Create new branch
[2026-01-11T18:42:22.613Z] [INFO] Branch verification: Matches expected
[2026-01-11T18:42:22.617Z] [INFO]
🚀 Auto PR creation: ENABLED
[2026-01-11T18:42:22.617Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T18:42:22.617Z] [INFO]
[2026-01-11T18:42:22.617Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T18:42:22.618Z] [INFO] 📝 Creating: CLAUDE.md with task details
[2026-01-11T18:42:22.618Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-template/issues/5
[2026-01-11T18:42:22.618Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T18:42:22.618Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/5
[2026-01-11T18:42:22.618Z] [INFO] ✅ File created: CLAUDE.md
[2026-01-11T18:42:22.619Z] [INFO] 📦 Adding file: To git staging
[2026-01-11T18:42:22.702Z] [INFO] Git status after add: A CLAUDE.md
[2026-01-11T18:42:22.702Z] [INFO] 📝 Creating commit: With CLAUDE.md file
[2026-01-11T18:42:22.749Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md
[2026-01-11T18:42:22.749Z] [INFO] Commit output: [issue-5-3b9b63c4dc32 149ffa0] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-01-11T18:42:22.789Z] [INFO] Commit hash: 149ffa0...
[2026-01-11T18:42:22.827Z] [INFO] Latest commit: 149ffa0 Initial commit with task details
[2026-01-11T18:42:22.868Z] [INFO] Git status: clean
[2026-01-11T18:42:22.916Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-template.git (fetch)
[2026-01-11T18:42:22.964Z] [INFO] Branch info: * issue-5-3b9b63c4dc32 149ffa0 [origin/main: ahead 1] Initial commit with task details
main 95ef40f [origin/main] Merge pull request #13 from konard/issue-4-40397b84ec95
[2026-01-11T18:42:22.964Z] [INFO] 📤 Pushing branch: To remote repository...
[2026-01-11T18:42:22.965Z] [INFO] Push command: git push -u origin issue-5-3b9b63c4dc32
[2026-01-11T18:42:23.752Z] [INFO] Push exit code: 0
[2026-01-11T18:42:23.753Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-5-3b9b63c4dc32' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-5-3b9b63c4dc32
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-5-3b9b63c4dc32 -> issue-5-3b9b63c4dc32
branch 'issue-5-3b9b63c4dc32' set up to track 'origin/issue-5-3b9b63c4dc32'.
[2026-01-11T18:42:23.753Z] [INFO] ✅ Branch pushed: Successfully to remote
[2026-01-11T18:42:23.753Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-5-3b9b63c4dc32' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-5-3b9b63c4dc32
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-5-3b9b63c4dc32 -> issue-5-3b9b63c4dc32
branch 'issue-5-3b9b63c4dc32' set up to track 'origin/issue-5-3b9b63c4dc32'.
[2026-01-11T18:42:23.753Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T18:42:26.288Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T18:42:26.289Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T18:42:26.570Z] [INFO] Branch verified on GitHub: issue-5-3b9b63c4dc32
[2026-01-11T18:42:26.896Z] [INFO] Remote commit SHA: 149ffa0...
[2026-01-11T18:42:26.896Z] [INFO] 📋 Getting issue: Title from GitHub...
[2026-01-11T18:42:27.218Z] [INFO] Issue title: "Базовая стрельба и взаимодействие с мишенями"
[2026-01-11T18:42:27.218Z] [INFO] 👤 Getting user: Current GitHub account...
[2026-01-11T18:42:27.600Z] [INFO] Current user: konard
[2026-01-11T18:42:27.857Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:42:27.858Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:42:27.859Z] [INFO] 🔄 Fetching: Latest main branch...
[2026-01-11T18:42:28.201Z] [INFO] ✅ Base updated: Fetched latest main
[2026-01-11T18:42:28.201Z] [INFO] 🔍 Checking: Commits between branches...
[2026-01-11T18:42:28.239Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T18:42:28.240Z] [INFO] ✅ Commits found: 1 commit(s) ahead
[2026-01-11T18:42:28.240Z] [INFO] 🔀 Creating PR: Draft pull request...
[2026-01-11T18:42:28.240Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T18:42:28.241Z] [INFO] PR Title: [WIP] Базовая стрельба и взаимодействие с мишенями
[2026-01-11T18:42:28.241Z] [INFO] Base branch: main
[2026-01-11T18:42:28.241Z] [INFO] Head branch: issue-5-3b9b63c4dc32
[2026-01-11T18:42:28.241Z] [INFO] Assignee: konard
[2026-01-11T18:42:28.241Z] [INFO] PR Body:
## 🤖 AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#5.
### 📋 Issue Reference
Fixes Jhon-Crow/godot-topdown-template#5
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### 📝 Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-01-11T18:42:28.243Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768156937180" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768156948243.txt')" --body-file "/tmp/pr-body-1768156948243.md" --base main --head konard:issue-5-3b9b63c4dc32 --repo Jhon-Crow/godot-topdown-template
[2026-01-11T18:42:29.821Z] [INFO] 🔍 Verifying: PR creation...
[2026-01-11T18:42:30.164Z] [INFO] ✅ Verification: PR exists on GitHub
[2026-01-11T18:42:30.165Z] [INFO] ✅ PR created: #14
[2026-01-11T18:42:30.165Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-template/pull/14
[2026-01-11T18:42:30.166Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T18:42:30.166Z] [INFO] 🔗 Linking: Issue #5 to PR #14...
[2026-01-11T18:42:30.505Z] [INFO] Issue node ID: I_kwDOQ31oaM7imSxQ
[2026-01-11T18:42:30.866Z] [INFO] PR node ID: PR_kwDOQ31oaM68khr-
[2026-01-11T18:42:31.294Z] [INFO]
[2026-01-11T18:42:31.295Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T18:42:31.295Z] [INFO]
[2026-01-11T18:42:31.296Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T18:42:31.296Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-template#5" in PR body
[2026-01-11T18:42:31.296Z] [INFO]
[2026-01-11T18:42:31.296Z] [WARNING] To fix manually:
[2026-01-11T18:42:31.296Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-template/pull/14
[2026-01-11T18:42:31.296Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-template#5
[2026-01-11T18:42:31.296Z] [INFO]
[2026-01-11T18:42:31.591Z] [INFO] 👤 Current user: konard
[2026-01-11T18:42:31.591Z] [INFO]
📊 Comment counting conditions:
[2026-01-11T18:42:31.592Z] [INFO] prNumber: 14
[2026-01-11T18:42:31.592Z] [INFO] branchName: issue-5-3b9b63c4dc32
[2026-01-11T18:42:31.592Z] [INFO] isContinueMode: false
[2026-01-11T18:42:31.592Z] [INFO] Will count comments: true
[2026-01-11T18:42:31.592Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-01-11T18:42:31.592Z] [INFO] PR #14 on branch: issue-5-3b9b63c4dc32
[2026-01-11T18:42:31.593Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-template
[2026-01-11T18:42:32.035Z] [INFO] 📅 Last commit time (from API): 2026-01-11T18:42:22.000Z
[2026-01-11T18:42:33.107Z] [INFO] 💬 New PR comments: 0
[2026-01-11T18:42:33.108Z] [INFO] 💬 New PR review comments: 0
[2026-01-11T18:42:33.108Z] [INFO] 💬 New issue comments: 0
[2026-01-11T18:42:33.108Z] [INFO] Total new comments: 0
[2026-01-11T18:42:33.108Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T18:42:33.108Z] [INFO] PR review comments fetched: 0
[2026-01-11T18:42:33.109Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T18:42:33.109Z] [INFO] Total PR comments checked: 0
[2026-01-11T18:42:35.726Z] [INFO] Feedback info will be added to prompt:
[2026-01-11T18:42:35.727Z] [INFO] - Pull request description was edited after last commit
[2026-01-11T18:42:35.727Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-01-11T18:42:36.298Z] [INFO] 📝 Issue updated: 2026-01-11T17:43:30.000Z
[2026-01-11T18:42:36.579Z] [INFO] 💬 Comments: None found
[2026-01-11T18:42:36.921Z] [INFO] 🔀 Recent PR: 2026-01-11T18:42:29.000Z
[2026-01-11T18:42:36.922Z] [INFO]
✅ Reference time: 2026-01-11T18:42:29.000Z
[2026-01-11T18:42:36.922Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-01-11T18:42:36.972Z] [INFO] ✅ No uncommitted changes found
[2026-01-11T18:42:38.850Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T18:42:38.854Z] [INFO]
📝 Final prompt structure:
[2026-01-11T18:42:38.855Z] [INFO] Characters: 415
[2026-01-11T18:42:38.855Z] [INFO] System prompt characters: 11936
[2026-01-11T18:42:38.855Z] [INFO] Feedback info: Included
[2026-01-11T18:42:38.857Z] [INFO]
🤖 Executing Claude: OPUS
[2026-01-11T18:42:38.857Z] [INFO] Model: opus
[2026-01-11T18:42:38.857Z] [INFO] Working directory: /tmp/gh-issue-solver-1768156937180
[2026-01-11T18:42:38.857Z] [INFO] Branch: issue-5-3b9b63c4dc32
[2026-01-11T18:42:38.857Z] [INFO] Prompt length: 415 chars
[2026-01-11T18:42:38.857Z] [INFO] System prompt length: 11936 chars
[2026-01-11T18:42:38.858Z] [INFO] Feedback info included: Yes (1 lines)
[2026-01-11T18:42:38.912Z] [INFO] 📈 System resources before execution:
[2026-01-11T18:42:38.912Z] [INFO] Memory: MemFree: 5351428 kB
[2026-01-11T18:42:38.912Z] [INFO] Load: 0.48 0.49 1.01 2/683 715659
[2026-01-11T18:42:38.913Z] [INFO]
📝 Raw command:
[2026-01-11T18:42:38.913Z] [INFO] (cd "/tmp/gh-issue-solver-1768156937180" && 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/5
Your prepared branch: issue-5-3b9b63c4dc32
Your prepared working directory: /tmp/gh-issue-solver-1768156937180
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/14
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 — 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-5-3b9b63c4dc32 --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 — 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/5.
- 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/14/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/14/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/14/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/5/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 14 --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 14, 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 14.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-5-3b9b63c4dc32.
- When you finish, create a pull request from branch issue-5-3b9b63c4dc32. (Note: PR 14 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-5-3b9b63c4dc32.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 14 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 .)
[2026-01-11T18:42:38.913Z] [INFO]
[2026-01-11T18:42:38.914Z] [INFO] 📋 User prompt:
[2026-01-11T18:42:38.914Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T18:42:38.914Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/5
Your prepared branch: issue-5-3b9b63c4dc32
Your prepared working directory: /tmp/gh-issue-solver-1768156937180
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/14
Your forked repository: konard/Jhon-Crow-godot-topdown-template
Original repository (upstream): Jhon-Crow/godot-topdown-template
Proceed.
[2026-01-11T18:42:38.914Z] [INFO] ---END USER PROMPT---
[2026-01-11T18:42:38.914Z] [INFO]
[2026-01-11T18:42:38.914Z] [INFO] 📋 System prompt:
[2026-01-11T18:42:38.914Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T18:42:38.914Z] [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 — 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-5-3b9b63c4dc32 --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 — 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/5.
- 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/14/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/14/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/14/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/5/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 14 --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 14, 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 14.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-5-3b9b63c4dc32.
- When you finish, create a pull request from branch issue-5-3b9b63c4dc32. (Note: PR 14 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-5-3b9b63c4dc32.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 14 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.
[2026-01-11T18:42:38.915Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T18:42:38.915Z] [INFO]
[2026-01-11T18:42:38.915Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T18:42:38.916Z] [INFO] 📋 Command details:
[2026-01-11T18:42:38.916Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1768156937180
[2026-01-11T18:42:38.916Z] [INFO] 🌿 Branch: issue-5-3b9b63c4dc32
[2026-01-11T18:42:38.916Z] [INFO] 🤖 Model: Claude OPUS
[2026-01-11T18:42:38.916Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:42:38.916Z] [INFO]
▶️ Streaming output:
[2026-01-11T18:42:40.999Z] [INFO] {
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"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": [
{
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"model": "claude-opus-4-5-20251101",
"permissionMode": "bypassPermissions",
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"uuid": "03504bb5-bc0f-4892-aca9-07665311cf1d"
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[2026-01-11T18:42:40.999Z] [INFO] 📌 Session ID: 06ecd149-1947-4882-a751-6d6b58f5e249
[2026-01-11T18:42:41.000Z] [INFO] 📁 Log renamed to: /home/hive/06ecd149-1947-4882-a751-6d6b58f5e249.log
[2026-01-11T18:42:43.817Z] [INFO] {
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[2026-01-11T18:42:45.185Z] [INFO] {
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[2026-01-11T18:42:46.287Z] [INFO] {
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[2026-01-11T18:42:47.899Z] [INFO] {
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[2026-01-11T18:42:49.611Z] [INFO] {
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"content": "; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to parameters\n\nconfig_version=5\n\n[application]\n\nconfig/name=\"Godot Top-Down Template\"\nconfig/description=\"A template project for creating top-down games in Godot 4.\nIncludes basic project structure and example scenes.\"\nconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\nrun/main_scene=\"res://scenes/main/Main.tscn\"\nconfig/features=PackedStringArray(\"4.3\")\nconfig/icon=\"res://icon.svg\"\n\n[display]\n\nwindow/size/viewport_width=1280\nwindow/size/viewport_height=720\nwindow/stretch/mode=\"canvas_items\"\nwindow/stretch/aspect=\"keep\"\n\n[input]\n\nmove_up={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_down={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_left={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_right={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\n\n[layer_names]\n\n2d_physics/layer_1=\"player\"\n2d_physics/layer_2=\"enemies\"\n2d_physics/layer_3=\"obstacles\"\n2d_physics/layer_4=\"pickups\"\n2d_physics/layer_5=\"projectiles\"\n\n[rendering]\n\nrenderer/rendering_method=\"gl_compatibility\"\nrenderer/rendering_method.mobile=\"gl_compatibility\"\ntextures/canvas_textures/default_texture_filter=0\n",
"numLines": 68,
"startLine": 1,
"totalLines": 68
}
}
}
[2026-01-11T18:42:59.853Z] [INFO] {
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{
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[2026-01-11T18:43:02.835Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Ag9Dsb4T97rPc4YuU18gM4",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Good, I can see the project structure. Let me read the existing scene files and check if there are GDScript files instead of C#."
}
],
"stop_reason": null,
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"usage": {
"input_tokens": 1528,
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[2026-01-11T18:43:04.406Z] [INFO] {
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"model": "claude-opus-4-5-20251101",
"id": "msg_01Ag9Dsb4T97rPc4YuU18gM4",
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"content": [
{
"type": "tool_use",
"id": "toolu_01T9NDkRWofTQhyMrMgJHEGQ",
"name": "Bash",
"input": {
"command": "find /tmp/gh-issue-solver-1768156937180/scripts -type f 2>/dev/null",
"description": "List all script files"
}
}
],
"stop_reason": null,
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"uuid": "b5ce15ff-d561-456e-b11c-2f8726e6873c"
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[2026-01-11T18:43:05.136Z] [INFO] {
"type": "assistant",
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{
"type": "tool_use",
"id": "toolu_01WqVbniJ3tHJxQ8aWsFVEWi",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/characters/Player.tscn"
}
}
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[2026-01-11T18:43:05.882Z] [INFO] {
"type": "assistant",
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"model": "claude-opus-4-5-20251101",
"id": "msg_01Ag9Dsb4T97rPc4YuU18gM4",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01R9pHRQfUAFo9DxXraN5fie",
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"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/main/Main.tscn"
}
}
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"stop_reason": null,
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"uuid": "20113d5d-0f51-4ada-bc9b-934e6452e942"
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[2026-01-11T18:43:06.663Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Ag9Dsb4T97rPc4YuU18gM4",
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"content": [
{
"type": "tool_use",
"id": "toolu_014AQ8JWBQtTZ6dNUPhCM52m",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn"
}
}
],
"stop_reason": null,
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"usage": {
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"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "ef16ac6e-54ce-4879-a5b3-96cf3c2f6b89"
}
[2026-01-11T18:43:06.710Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01WqVbniJ3tHJxQ8aWsFVEWi",
"type": "tool_result",
"content": " 1→[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4→\n 5→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 6→radius = 16.0\n 7→\n 8→[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\n 9→size = Vector2(32, 32)\n 10→\n 11→[node name=\"Player\" type=\"CharacterBody2D\"]\n 12→collision_layer = 1\n 13→collision_mask = 4\n 14→script = ExtResource(\"1_player\")\n 15→\n 16→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 17→shape = SubResource(\"CircleShape2D_player\")\n 18→\n 19→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 20→modulate = Color(0.2, 0.6, 1, 1)\n 21→texture = SubResource(\"PlaceholderTexture2D_player\")\n 22→\n 23→[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 24→limit_left = 0\n 25→limit_top = 0\n 26→limit_right = 928\n 27→limit_bottom = 720\n 28→limit_smoothed = true\n 29→position_smoothing_enabled = true\n 30→position_smoothing_speed = 5.0\n 31→\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": "06ecd149-1947-4882-a751-6d6b58f5e249",
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"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1768156937180/scenes/characters/Player.tscn",
"content": "[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\nsize = Vector2(32, 32)\n\n[node name=\"Player\" type=\"CharacterBody2D\"]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(0.2, 0.6, 1, 1)\ntexture = SubResource(\"PlaceholderTexture2D_player\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nlimit_left = 0\nlimit_top = 0\nlimit_right = 928\nlimit_bottom = 720\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n",
"numLines": 31,
"startLine": 1,
"totalLines": 31
}
}
}
[2026-01-11T18:43:06.719Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01R9pHRQfUAFo9DxXraN5fie",
"type": "tool_result",
"content": " 1→[gd_scene load_steps=2 format=3 uid=\"uid://c8qbm3v6xg4ow\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_main\"]\n 4→\n 5→[node name=\"Main\" type=\"Node2D\"]\n 6→script = ExtResource(\"1_main\")\n 7→\n 8→[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 9→position = Vector2(640, 360)\n 10→\n 11→[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 12→\n 13→[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 14→layout_mode = 3\n 15→anchors_preset = 15\n 16→anchor_right = 1.0\n 17→anchor_bottom = 1.0\n 18→grow_horizontal = 2\n 19→grow_vertical = 2\n 20→\n 21→[node name=\"TitleLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 22→layout_mode = 1\n 23→anchors_preset = 5\n 24→anchor_left = 0.5\n 25→anchor_right = 0.5\n 26→offset_left = -200.0\n 27→offset_top = 100.0\n 28→offset_right = 200.0\n 29→offset_bottom = 150.0\n 30→grow_horizontal = 2\n 31→text = \"Godot Top-Down Template\"\n 32→horizontal_alignment = 1\n 33→vertical_alignment = 1\n 34→\n 35→[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 36→layout_mode = 1\n 37→anchors_preset = 8\n 38→anchor_left = 0.5\n 39→anchor_top = 0.5\n 40→anchor_right = 0.5\n 41→anchor_bottom = 0.5\n 42→offset_left = -150.0\n 43→offset_top = -50.0\n 44→offset_right = 150.0\n 45→offset_bottom = 50.0\n 46→grow_horizontal = 2\n 47→grow_vertical = 2\n 48→text = \"Press F5 to run the project\n 49→WASD or Arrow Keys to move\n 50→\n 51→Edit scenes in the scenes/ folder\n 52→Add scripts in the scripts/ folder\"\n 53→horizontal_alignment = 1\n 54→vertical_alignment = 1\n 55→\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-1768156937180/scenes/main/Main.tscn",
"content": "[gd_scene load_steps=2 format=3 uid=\"uid://c8qbm3v6xg4ow\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_main\"]\n\n[node name=\"Main\" type=\"Node2D\"]\nscript = ExtResource(\"1_main\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nposition = Vector2(640, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"TitleLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 5\nanchor_left = 0.5\nanchor_right = 0.5\noffset_left = -200.0\noffset_top = 100.0\noffset_right = 200.0\noffset_bottom = 150.0\ngrow_horizontal = 2\ntext = \"Godot Top-Down Template\"\nhorizontal_alignment = 1\nvertical_alignment = 1\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 8\nanchor_left = 0.5\nanchor_top = 0.5\nanchor_right = 0.5\nanchor_bottom = 0.5\noffset_left = -150.0\noffset_top = -50.0\noffset_right = 150.0\noffset_bottom = 50.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntext = \"Press F5 to run the project\nWASD or Arrow Keys to move\n\nEdit scenes in the scenes/ folder\nAdd scripts in the scripts/ folder\"\nhorizontal_alignment = 1\nvertical_alignment = 1\n",
"numLines": 55,
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}
[2026-01-11T18:43:06.728Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014AQ8JWBQtTZ6dNUPhCM52m","type":"tool_result","content":" 1→[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4→[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5→\n 6→[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n 7→size = Vector2(48, 48)\n 8→\n 9→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n 10→size = Vector2(48, 48)\n 11→\n 12→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 13→size = Vector2(800, 32)\n 14→\n 15→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n 16→size = Vector2(32, 656)\n 17→\n 18→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\n 19→size = Vector2(96, 96)\n 20→\n 21→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\n 22→size = Vector2(128, 64)\n 23→\n 24→[node name=\"TestTier\" type=\"Node2D\"]\n 25→script = ExtResource(\"1_test_tier\")\n 26→\n 27→[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 28→\n 29→[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 30→offset_right = 1280.0\n 31→offset_bottom = 720.0\n 32→color = Color(0.15, 0.2, 0.15, 1)\n 33→\n 34→[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 35→offset_left = 64.0\n 36→offset_top = 64.0\n 37→offset_right = 864.0\n 38→offset_bottom = 656.0\n 39→color = Color(0.25, 0.32, 0.25, 1)\n 40→\n 41→[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n 42→\n 43→[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 44→position = Vector2(464, 48)\n 45→collision_layer = 4\n 46→collision_mask = 0\n 47→\n 48→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n 49→offset_left = -400.0\n 50→offset_top = -16.0\n 51→offset_right = 400.0\n 52→offset_bottom = 16.0\n 53→color = Color(0.35, 0.28, 0.22, 1)\n 54→\n 55→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n 56→shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 57→\n 58→[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 59→position = Vector2(464, 672)\n 60→collision_layer = 4\n 61→collision_mask = 0\n 62→\n 63→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n 64→offset_left = -400.0\n 65→offset_top = -16.0\n 66→offset_right = 400.0\n 67→offset_bottom = 16.0\n 68→color = Color(0.35, 0.28, 0.22, 1)\n 69→\n 70→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n 71→shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 72→\n 73→[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 74→position = Vector2(48, 360)\n 75→collision_layer = 4\n 76→collision_mask = 0\n 77→\n 78→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n 79→offset_left = -16.0\n 80→offset_top = -328.0\n 81→offset_right = 16.0\n 82→offset_bottom = 328.0\n 83→color = Color(0.35, 0.28, 0.22, 1)\n 84→\n 85→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n 86→shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 87→\n 88→[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 89→position = Vector2(880, 360)\n 90→collision_layer = 4\n 91→collision_mask = 0\n 92→\n 93→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n 94→offset_left = -16.0\n 95→offset_top = -328.0\n 96→offset_right = 16.0\n 97→offset_bottom = 328.0\n 98→color = Color(0.35, 0.28, 0.22, 1)\n 99→\n 100→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n 101→shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 102→\n 103→[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n 104→\n 105→[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 106→position = Vector2(300, 250)\n 107→collision_layer = 4\n 108→collision_mask = 0\n 109→\n 110→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n 111→offset_left = -48.0\n 112→offset_top = -48.0\n 113→offset_right = 48.0\n 114→offset_bottom = 48.0\n 115→color = Color(0.4, 0.32, 0.25, 1)\n 116→\n 117→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n 118→shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 119→\n 120→[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 121→position = Vector2(300, 470)\n 122→collision_layer = 4\n 123→collision_mask = 0\n 124→\n 125→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n 126→offset_left = -48.0\n 127→offset_top = -48.0\n 128→offset_right = 48.0\n 129→offset_bottom = 48.0\n 130→color = Color(0.4, 0.32, 0.25, 1)\n 131→\n 132→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n 133→shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 134→\n 135→[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 136→position = Vector2(550, 360)\n 137→collision_layer = 4\n 138→collision_mask = 0\n 139→\n 140→[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n 141→offset_left = -64.0\n 142→offset_top = -32.0\n 143→offset_right = 64.0\n 144→offset_bottom = 32.0\n 145→color = Color(0.4, 0.32, 0.25, 1)\n 146→\n 147→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n 148→shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n 149→\n 150→[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n 151→\n 152→[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 153→position = Vector2(750, 160)\n 154→collision_layer = 4\n 155→collision_mask = 0\n 156→\n 157→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n 158→modulate = Color(0.9, 0.2, 0.2, 1)\n 159→texture = SubResource(\"PlaceholderTexture2D_target\")\n 160→\n 161→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n 162→shape = SubResource(\"RectangleShape2D_target\")\n 163→\n 164→[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 165→position = Vector2(750, 360)\n 166→collision_layer = 4\n 167→collision_mask = 0\n 168→\n 169→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n 170→modulate = Color(0.9, 0.2, 0.2, 1)\n 171→texture = SubResource(\"PlaceholderTexture2D_target\")\n 172→\n 173→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n 174→shape = SubResource(\"RectangleShape2D_target\")\n 175→\n 176→[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 177→position = Vector2(750, 560)\n 178→collision_layer = 4\n 179→collision_mask = 0\n 180→\n 181→[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n 182→modulate = Color(0.9, 0.2, 0.2, 1)\n 183→texture = SubResource(\"PlaceholderTexture2D_target\")\n 184→\n 185→[node name=\"CollisionShape2D\"
[2026-01-11T18:43:06.734Z] [INFO] type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\n 186→shape = SubResource(\"RectangleShape2D_target\")\n 187→\n 188→[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n 189→\n 190→[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n 191→offset_left = 700.0\n 192→offset_top = 80.0\n 193→offset_right = 850.0\n 194→offset_bottom = 110.0\n 195→text = \"TARGET ZONE\"\n 196→horizontal_alignment = 1\n 197→\n 198→[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n 199→\n 200→[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n 201→position = Vector2(150, 360)\n 202→\n 203→[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 204→\n 205→[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 206→layout_mode = 3\n 207→anchors_preset = 15\n 208→anchor_right = 1.0\n 209→anchor_bottom = 1.0\n 210→grow_horizontal = 2\n 211→grow_vertical = 2\n 212→\n 213→[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 214→layout_mode = 1\n 215→anchors_preset = 1\n 216→anchor_left = 1.0\n 217→anchor_right = 1.0\n 218→offset_left = -200.0\n 219→offset_top = 10.0\n 220→offset_right = -10.0\n 221→offset_bottom = 40.0\n 222→grow_horizontal = 0\n 223→text = \"Test Tier (Shooting Range)\"\n 224→horizontal_alignment = 2\n 225→\n 226→[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 227→layout_mode = 1\n 228→anchors_preset = 0\n 229→offset_left = 10.0\n 230→offset_top = 650.0\n 231→offset_right = 400.0\n 232→offset_bottom = 710.0\n 233→text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n 234→\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":"06ecd149-1947-4882-a751-6d6b58f5e249","uuid":"a33bda54-bd36-46a9-bd52-5f06eab412e7","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn","content":"[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n","numLines":234,"startLine":1,"totalLines":234}}}
[2026-01-11T18:43:06.771Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01T9NDkRWofTQhyMrMgJHEGQ",
"type": "tool_result",
"content": "/tmp/gh-issue-solver-1768156937180/scripts/levels/test_tier.gd\n/tmp/gh-issue-solver-1768156937180/scripts/autoload/.gitkeep\n/tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd\n/tmp/gh-issue-solver-1768156937180/scripts/main.gd\n/tmp/gh-issue-solver-1768156937180/scripts/utils/.gitkeep",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "b7ae83c5-3a68-4221-a50d-9d8bb30ce6f3",
"tool_use_result": {
"stdout": "/tmp/gh-issue-solver-1768156937180/scripts/levels/test_tier.gd\n/tmp/gh-issue-solver-1768156937180/scripts/autoload/.gitkeep\n/tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd\n/tmp/gh-issue-solver-1768156937180/scripts/main.gd\n/tmp/gh-issue-solver-1768156937180/scripts/utils/.gitkeep",
"stderr": "",
"interrupted": false,
"isImage": false
}
}
[2026-01-11T18:43:08.880Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTdQsyKk6gSyhMXLb4cnUL",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now let me read the existing GDScript files."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 4946,
"cache_creation_input_tokens": 2086,
"cache_read_input_tokens": 26740,
"cache_creation": {
"ephemeral_5m_input_tokens": 2086,
"ephemeral_1h_input_tokens": 0
},
"output_tokens": 2,
"service_tier": "standard"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "13529320-8d2b-4eb5-a6d3-0a4d111b9b28"
}
[2026-01-11T18:43:10.101Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTdQsyKk6gSyhMXLb4cnUL",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_017HDyUXnjwZuYudTSd72qTy",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 4946,
"cache_creation_input_tokens": 2086,
"cache_read_input_tokens": 26740,
"cache_creation": {
"ephemeral_5m_input_tokens": 2086,
"ephemeral_1h_input_tokens": 0
},
"output_tokens": 2,
"service_tier": "standard"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "a8efb084-25b8-471b-9a50-c0ad863fba55"
}
[2026-01-11T18:43:10.851Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTdQsyKk6gSyhMXLb4cnUL",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01NgHPt2URwLrR5GVf1h65MW",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scripts/levels/test_tier.gd"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 4946,
"cache_creation_input_tokens": 2086,
"cache_read_input_tokens": 26740,
"cache_creation": {
"ephemeral_5m_input_tokens": 2086,
"ephemeral_1h_input_tokens": 0
},
"output_tokens": 2,
"service_tier": "standard"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "de50431b-7c52-4aca-9b13-8d81c3047484"
}
[2026-01-11T18:43:11.479Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTdQsyKk6gSyhMXLb4cnUL",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01BPSsURAjUxi286qvjnpjZ6",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1768156937180/scripts/main.gd"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 4946,
"cache_creation_input_tokens": 2086,
"cache_read_input_tokens": 26740,
"cache_creation": {
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},
"output_tokens": 2,
"service_tier": "standard"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "116fdca0-82e9-4ed5-b992-ecf4436ed7e9"
}
[2026-01-11T18:43:12.050Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTdQsyKk6gSyhMXLb4cnUL",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_014LtuQYMrXySNMx1Q5V8rJa",
"name": "Read",
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[2026-01-11T18:43:12.073Z] [INFO] {
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{
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"content": " 1→extends CharacterBody2D\n 2→## Player character controller for top-down movement.\n 3→##\n 4→## Uses physics-based movement with acceleration and friction for smooth control.\n 5→## Supports WASD and arrow key input via configured input actions.\n 6→\n 7→## Maximum movement speed in pixels per second.\n 8→@export var max_speed: float = 200.0\n 9→\n 10→## Acceleration rate - how quickly the player reaches max speed.\n 11→@export var acceleration: float = 1200.0\n 12→\n 13→## Friction rate - how quickly the player slows down when not moving.\n 14→@export var friction: float = 1000.0\n 15→\n 16→\n 17→func _physics_process(delta: float) -> void:\n 18→\tvar input_direction := _get_input_direction()\n 19→\n 20→\tif input_direction != Vector2.ZERO:\n 21→\t\t# Apply acceleration towards the input direction\n 22→\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 23→\telse:\n 24→\t\t# Apply friction to slow down\n 25→\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 26→\n 27→\tmove_and_slide()\n 28→\n 29→\n 30→func _get_input_direction() -> Vector2:\n 31→\tvar direction := Vector2.ZERO\n 32→\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 33→\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 34→\n 35→\t# Normalize to prevent faster diagonal movement\n 36→\tif direction.length() > 1.0:\n 37→\t\tdirection = direction.normalized()\n 38→\n 39→\treturn direction\n 40→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends CharacterBody2D\n## Player character controller for top-down movement.\n##\n## Uses physics-based movement with acceleration and friction for smooth control.\n## Supports WASD and arrow key input via configured input actions.\n\n## Maximum movement speed in pixels per second.\n@export var max_speed: float = 200.0\n\n## Acceleration rate - how quickly the player reaches max speed.\n@export var acceleration: float = 1200.0\n\n## Friction rate - how quickly the player slows down when not moving.\n@export var friction: float = 1000.0\n\n\nfunc _physics_process(delta: float) -> void:\n\tvar input_direction := _get_input_direction()\n\n\tif input_direction != Vector2.ZERO:\n\t\t# Apply acceleration towards the input direction\n\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n\telse:\n\t\t# Apply friction to slow down\n\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n\tmove_and_slide()\n\n\nfunc _get_input_direction() -> Vector2:\n\tvar direction := Vector2.ZERO\n\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n\n\t# Normalize to prevent faster diagonal movement\n\tif direction.length() > 1.0:\n\t\tdirection = direction.normalized()\n\n\treturn direction\n",
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[2026-01-11T18:43:12.083Z] [INFO] {
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"content": " 1→extends Node2D\n 2→## Test tier/level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene serves as a testing ground for game mechanics\n 5→## and can be used as a reference for creating new levels.\n 6→\n 7→\n 8→func _ready() -> void:\n 9→\tprint(\"TestTier loaded - use this scene to test game mechanics\")\n 10→\n 11→\n 12→func _process(_delta: float) -> void:\n 13→\tpass\n 14→\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## 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",
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[2026-01-11T18:43:12.105Z] [INFO] {
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{
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"content": " 1→extends Node2D\n 2→## Main scene controller for the Godot Top-Down Template.\n 3→##\n 4→## This is the entry point of the game. It handles scene management\n 5→## and can be extended to add game-wide functionality.\n 6→\n 7→\n 8→func _ready() -> void:\n 9→\tprint(\"Godot Top-Down Template loaded successfully!\")\n 10→\n 11→\n 12→func _process(_delta: float) -> void:\n 13→\tpass\n 14→\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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[2026-01-11T18:43:12.122Z] [INFO] {
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{
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"content": " 1→# Godot Top-Down Template\n 2→\n 3→A template project for creating top-down games in Godot 4.3+.\n 4→\n 5→## Requirements\n 6→\n 7→- [Godot Engine 4.3](https://godotengine.org/download) or later\n 8→- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 9→\n 10→## Getting Started\n 11→\n 12→1. Clone or download this repository\n 13→2. Open Godot Engine\n 14→3. Click \"Import\" and select the `project.godot` file\n 15→4. Press F5 to run the main scene\n 16→\n 17→## Project Structure\n 18→\n 19→```\n 20→godot-topdown-template/\n 21→├── project.godot # Godot project configuration\n 22→├── icon.svg # Project icon\n 23→├── scenes/ # All game scenes (.tscn files)\n 24→│ ├── main/ # Main scenes\n 25→│ │ └── Main.tscn # Main entry scene (runs on F5)\n 26→│ ├── levels/ # Game levels/tiers\n 27→│ │ └── TestTier.tscn # Test level for development\n 28→│ ├── characters/ # Character scenes\n 29→│ │ └── Player.tscn # Player character with movement\n 30→│ └── ui/ # UI scenes\n 31→├── scripts/ # GDScript files (.gd)\n 32→│ ├── main.gd # Main scene script\n 33→│ ├── levels/ # Level scripts\n 34→│ │ └── test_tier.gd # Test tier script\n 35→│ ├── autoload/ # Autoload/singleton scripts\n 36→│ ├── characters/ # Character scripts\n 37→│ │ └── player.gd # Player movement script\n 38→│ └── utils/ # Utility scripts\n 39→├── assets/ # Game assets\n 40→│ ├── sprites/ # 2D sprites and textures\n 41→│ ├── audio/ # Sound effects and music\n 42→│ └── fonts/ # Custom fonts\n 43→└── addons/ # Third-party Godot plugins\n 44→```\n 45→\n 46→## Scenes\n 47→\n 48→### Main.tscn\n 49→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 50→\n 51→### TestTier.tscn\n 52→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 53→\n 54→#### Features\n 55→- **Enclosed play area** with walls that prevent the player from leaving\n 56→- **Obstacles** placed within the arena for cover and movement testing\n 57→- **Target zone** with red shooting targets for future shooting mechanics\n 58→- **UI overlay** showing level name and control instructions\n 59→\n 60→#### Scene Structure\n 61→```\n 62→TestTier\n 63→├── Environment\n 64→│ ├── Background # Dark green background (1280x720)\n 65→│ ├── Floor # Lighter green floor area\n 66→│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n 67→│ │ ├── WallTop\n 68→│ │ ├── WallBottom\n 69→│ │ ├── WallLeft\n 70→│ │ └── WallRight\n 71→│ ├── Obstacles # Brown obstacles with collision\n 72→│ │ ├── Obstacle1 # Square obstacle\n 73→│ │ ├── Obstacle2 # Square obstacle\n 74→│ │ └── Obstacle3 # Wide obstacle\n 75→│ ├── Targets # Red target sprites (StaticBody2D)\n 76→│ │ ├── Target1\n 77→│ │ ├── Target2\n 78→│ │ └── Target3\n 79→│ └── TargetArea # Label marking the target zone\n 80→├── Entities\n 81→│ └── Player # Player instance at starting position\n 82→└── CanvasLayer\n 83→ └── UI # HUD with level label and instructions\n 84→```\n 85→\n 86→#### Collision Setup\n 87→- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n 88→- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n 89→- The player cannot pass through walls or obstacles\n 90→\n 91→#### Running the Test Tier\n 92→To test the shooting range directly:\n 93→1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 94→2. Press F6 to run the current scene (or F5 if set as main scene)\n 95→3. Use WASD or Arrow Keys to move the player\n 96→4. Verify collision with walls and obstacles works correctly\n 97→\n 98→### Player.tscn\n 99→The player character scene with smooth physics-based movement. Features:\n 100→- **CharacterBody2D** root node for physics-based movement\n 101→- **CollisionShape2D** with circular collision (16px radius)\n 102→- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 103→- **Camera2D** that smoothly follows the player with configurable limits\n 104→\n 105→#### Player Properties (Inspector)\n 106→| Property | Default | Description |\n 107→|----------|---------|-------------|\n 108→| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 109→| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 110→| `friction` | 1000.0 | How quickly the player stops when not moving |\n 111→\n 112→The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 113→\n 114→## Input Actions\n 115→\n 116→The project includes pre-configured input actions for top-down movement:\n 117→\n 118→| Action | Keys |\n 119→|--------|------|\n 120→| `move_up` | W, Up Arrow |\n 121→| `move_down` | S, Down Arrow |\n 122→| `move_left` | A, Left Arrow |\n 123→| `move_right` | D, Right Arrow |\n 124→\n 125→## Physics Layers\n 126→\n 127→Pre-configured collision layers for top-down games:\n 128→\n 129→| Layer | Name | Purpose |\n 130→|-------|------|---------|\n 131→| 1 | player | Player character |\n 132→| 2 | enemies | Enemy characters |\n 133→| 3 | obstacles | Walls, barriers |\n 134→| 4 | pickups | Items, collectibles |\n 135→| 5 | projectiles | Bullets, spells |\n 136→\n 137→## Best Practices\n 138→\n 139→This template follows Godot best practices:\n 140→\n 141→- **Snake_case naming** for files and folders\n 142→- **Scenes and scripts grouped together** or in parallel folder structures\n 143→- **Modular scene structure** with separate nodes for environment, entities, and UI\n 144→- **Input actions** instead of hardcoded key checks\n 145→- **Named collision layers** for clear physics setup\n 146→\n 147→## Extending the Template\n 148→\n 149→### Adding a New Level\n 150→1. Create a new scene in `scenes/levels/`\n 151→2. Add a corresponding script in `scripts/levels/`\n 152→3. Follow the structure of `TestTier.tscn`\n 153→\n 154→### Adding a Character\n 155→1. Create a new scene in `scenes/characters/`\n 156→2. Add a corresponding script in `scripts/characters/`\n 157→3. Use CharacterBody2D as the root node for physics-based characters\n 158→\n 159→### Adding Autoloads\n 160→1. Create a script in `scripts/autoload/`\n 161→2. Go to Project > Project Settings > Autoload\n 162→3. Add the script as a singleton\n 163→\n 164→## License\n 165→\n 166→See [LICENSE](LICENSE) for details.\n 167→\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": "# 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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets for future shooting mechanics\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. Add a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n",
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"text": "I also need to add a layer for targets. Let me update the layer names."
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"content": "The file /tmp/gh-issue-solver-1768156937180/project.godot has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 58→}\n 59→\n 60→[layer_names]\n 61→\n 62→2d_physics/layer_1=\"player\"\n 63→2d_physics/layer_2=\"enemies\"\n 64→2d_physics/layer_3=\"obstacles\"\n 65→2d_physics/layer_4=\"pickups\"\n 66→2d_physics/layer_5=\"projectiles\"\n 67→2d_physics/layer_6=\"targets\"\n 68→\n 69→[rendering]\n 70→\n 71→renderer/rendering_method=\"gl_compatibility\""
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[2026-01-11T18:44:03.454Z] [INFO] {
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"old_string": "extends CharacterBody2D\n## Player character controller for top-down movement.\n##\n## Uses physics-based movement with acceleration and friction for smooth control.\n## Supports WASD and arrow key input via configured input actions.\n\n## Maximum movement speed in pixels per second.\n@export var max_speed: float = 200.0\n\n## Acceleration rate - how quickly the player reaches max speed.\n@export var acceleration: float = 1200.0\n\n## Friction rate - how quickly the player slows down when not moving.\n@export var friction: float = 1000.0\n\n\nfunc _physics_process(delta: float) -> void:",
"new_string": "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:"
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"content": "The file /tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→extends CharacterBody2D\n 2→## Player character controller for top-down movement and shooting.\n 3→##\n 4→## Uses physics-based movement with acceleration and friction for smooth control.\n 5→## Supports WASD and arrow key input via configured input actions.\n 6→## Shoots bullets towards the mouse cursor on left mouse button click.\n 7→\n 8→## Maximum movement speed in pixels per second.\n 9→@export var max_speed: float = 200.0\n 10→\n 11→## Acceleration rate - how quickly the player reaches max speed.\n 12→@export var acceleration: float = 1200.0\n 13→\n 14→## Friction rate - how quickly the player slows down when not moving.\n 15→@export var friction: float = 1000.0\n 16→\n 17→## Bullet scene to instantiate when shooting.\n 18→@export var bullet_scene: PackedScene\n 19→\n 20→## Offset from player center for bullet spawn position.\n 21→@export var bullet_spawn_offset: float = 20.0\n 22→\n 23→\n 24→func _ready() -> void:\n 25→\t# Preload bullet scene if not set in inspector\n 26→\tif bullet_scene == null:\n 27→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 28→\n 29→\n 30→func _physics_process(delta: float) -> void:\n 31→\tvar input_direction := _get_input_direction()\n 32→\n 33→\tif input_direction != Vector2.ZERO:\n 34→\t\t# Apply acceleration towards the input direction"
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"oldString": "extends CharacterBody2D\n## Player character controller for top-down movement.\n##\n## Uses physics-based movement with acceleration and friction for smooth control.\n## Supports WASD and arrow key input via configured input actions.\n\n## Maximum movement speed in pixels per second.\n@export var max_speed: float = 200.0\n\n## Acceleration rate - how quickly the player reaches max speed.\n@export var acceleration: float = 1200.0\n\n## Friction rate - how quickly the player slows down when not moving.\n@export var friction: float = 1000.0\n\n\nfunc _physics_process(delta: float) -> void:",
"newString": "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:",
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" ## Supports WASD and arrow key input via configured input actions.",
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"text": "Now let me add the shooting input handling and the shoot function."
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"content": "The file /tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 26→\tif bullet_scene == null:\n 27→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 28→\n 29→\n 30→func _physics_process(delta: float) -> void:\n 31→\tvar input_direction := _get_input_direction()\n 32→\n 33→\tif input_direction != Vector2.ZERO:\n 34→\t\t# Apply acceleration towards the input direction\n 35→\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 36→\telse:\n 37→\t\t# Apply friction to slow down\n 38→\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 39→\n 40→\tmove_and_slide()\n 41→\n 42→\t# Handle shooting input\n 43→\tif Input.is_action_just_pressed(\"shoot\"):\n 44→\t\t_shoot()\n 45→\n 46→\n 47→func _get_input_direction() -> Vector2:\n 48→\tvar direction := Vector2.ZERO"
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"newString": "func _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()",
"originalFile": "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\nfunc _get_input_direction() -> Vector2:\n\tvar direction := Vector2.ZERO\n\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n\n\t# Normalize to prevent faster diagonal movement\n\tif direction.length() > 1.0:\n\t\tdirection = direction.normalized()\n\n\treturn direction\n",
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"new_string": "func _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)"
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"content": "The file /tmp/gh-issue-solver-1768156937180/scripts/characters/player.gd has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 43→\tif Input.is_action_just_pressed(\"shoot\"):\n 44→\t\t_shoot()\n 45→\n 46→\n 47→func _get_input_direction() -> Vector2:\n 48→\tvar direction := Vector2.ZERO\n 49→\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 50→\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 51→\n 52→\t# Normalize to prevent faster diagonal movement\n 53→\tif direction.length() > 1.0:\n 54→\t\tdirection = direction.normalized()\n 55→\n 56→\treturn direction\n 57→\n 58→\n 59→func _shoot() -> void:\n 60→\tif bullet_scene == null:\n 61→\t\treturn\n 62→\n 63→\t# Calculate direction towards mouse cursor\n 64→\tvar mouse_pos := get_global_mouse_position()\n 65→\tvar shoot_direction := (mouse_pos - global_position).normalized()\n 66→\n 67→\t# Create bullet instance\n 68→\tvar bullet := bullet_scene.instantiate()\n 69→\n 70→\t# Set bullet position with offset in shoot direction\n 71→\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n 72→\n 73→\t# Set bullet direction\n 74→\tbullet.direction = shoot_direction\n 75→\n 76→\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n 77→\tget_tree().current_scene.add_child(bullet)\n 78→"
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"newString": "func _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)",
"originalFile": "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",
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[2026-01-11T18:45:29.814Z] [INFO] {
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"content": "extends Area2D\n## Target that reacts when hit by a bullet.\n##\n## When hit, the target shows a visual reaction (color change)\n## and can optionally be destroyed after a delay.\n\n## Color to change to when hit.\n@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n\n## Original color before being hit.\n@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Whether to destroy the target after being hit.\n@export var destroy_on_hit: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Reference to the sprite for color changes.\n@onready var sprite: Sprite2D = $Sprite2D\n\n## Whether the target has been hit and is in hit state.\nvar _is_hit: bool = false\n\n\nfunc _ready() -> void:\n\t# Ensure the sprite has the normal color\n\tif sprite:\n\t\tsprite.modulate = normal_color\n\n\nfunc on_hit() -> void:\n\tif _is_hit:\n\t\treturn\n\n\t_is_hit = true\n\n\t# Change color to show hit\n\tif sprite:\n\t\tsprite.modulate = hit_color\n\n\t# Handle destruction or respawn\n\tif destroy_on_hit:\n\t\t# Wait before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\t# Wait before resetting\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\nfunc _reset() -> void:\n\t_is_hit = false\n\tif sprite:\n\t\tsprite.modulate = normal_color\n"
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"content": "extends Area2D\n## Target that reacts when hit by a bullet.\n##\n## When hit, the target shows a visual reaction (color change)\n## and can optionally be destroyed after a delay.\n\n## Color to change to when hit.\n@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n\n## Original color before being hit.\n@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Whether to destroy the target after being hit.\n@export var destroy_on_hit: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Reference to the sprite for color changes.\n@onready var sprite: Sprite2D = $Sprite2D\n\n## Whether the target has been hit and is in hit state.\nvar _is_hit: bool = false\n\n\nfunc _ready() -> void:\n\t# Ensure the sprite has the normal color\n\tif sprite:\n\t\tsprite.modulate = normal_color\n\n\nfunc on_hit() -> void:\n\tif _is_hit:\n\t\treturn\n\n\t_is_hit = true\n\n\t# Change color to show hit\n\tif sprite:\n\t\tsprite.modulate = hit_color\n\n\t# Handle destruction or respawn\n\tif destroy_on_hit:\n\t\t# Wait before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\t# Wait before resetting\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\nfunc _reset() -> void:\n\t_is_hit = false\n\tif sprite:\n\t\tsprite.modulate = normal_color\n",
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[2026-01-11T18:45:36.488Z] [INFO] {
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[2026-01-11T18:45:59.639Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XNvVSvN8FMpNnuXanMav2X",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01QJweiRbn5D4etdxg5mnyqJ",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn",
"old_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\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)",
"new_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\"]"
}
}
],
"stop_reason": null,
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"usage": {
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"cache_creation_input_tokens": 492,
"cache_read_input_tokens": 47349,
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},
"output_tokens": 698,
"service_tier": "standard"
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"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "1b946d2c-bdb9-466d-b6a7-ccc43f8a89f5"
}
[2026-01-11T18:45:59.663Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01QJweiRbn5D4etdxg5mnyqJ",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4→[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5→[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n 6→\n 7→[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 8→size = Vector2(800, 32)\n 9→"
}
]
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "4ed4ed29-9398-4b55-9ba0-96a329fc8f8c",
"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn",
"oldString": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)",
"newString": "[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\"]",
"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\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n",
"structuredPatch": [
{
"oldStart": 1,
"oldLines": 14,
"newStart": 1,
"newLines": 9,
"lines": [
"-[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]",
"+[gd_scene load_steps=8 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\"]",
" ",
"-[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]",
"-size = Vector2(48, 48)",
"-",
"-[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]",
"-size = Vector2(48, 48)",
"-",
" [sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]",
" size = Vector2(800, 32)",
" "
]
}
],
"userModified": false,
"replaceAll": false
}
}
[2026-01-11T18:46:01.828Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01A4VsjoDCikpmTdRfmYX9TT",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now let me update the targets section to use the new Target scenes."
}
],
"stop_reason": null,
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"usage": {
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"service_tier": "standard"
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"uuid": "7ad65fe6-2e2a-44dc-a93d-368081c03bff"
}
[2026-01-11T18:46:10.590Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01A4VsjoDCikpmTdRfmYX9TT",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01T4xLog8Hgtnga3MVZz8Fic",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn",
"old_string": "[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")",
"new_string": "[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)"
}
}
],
"stop_reason": null,
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},
"output_tokens": 766,
"service_tier": "standard"
},
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},
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"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "bb4980e6-58dd-4ee0-88d8-e273578fdad1"
}
[2026-01-11T18:46:10.616Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01T4xLog8Hgtnga3MVZz8Fic",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 141→\n 142→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n 143→shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n 144→\n 145→[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n 146→\n 147→[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 148→position = Vector2(750, 160)\n 149→\n 150→[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 151→position = Vector2(750, 360)\n 152→\n 153→[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 154→position = Vector2(750, 560)\n 155→\n 156→[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n 157→\n 158→[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]"
}
]
},
"parent_tool_use_id": null,
"session_id": "06ecd149-1947-4882-a751-6d6b58f5e249",
"uuid": "8b492f7b-3468-4595-9a75-ff2055bc5dfd",
"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn",
"oldString": "[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")",
"newString": "[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)",
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parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n",
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[2026-01-11T18:46:12.767Z] [INFO] {
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"model": "claude-opus-4-5-20251101",
"id": "msg_01Jzr3FPKY6ZSehdprWVYWmk",
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"content": [
{
"type": "text",
"text": "Now let me also update the UI instructions to include shooting."
}
],
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[2026-01-11T18:46:15.381Z] [INFO] {
"type": "assistant",
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{
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"file_path": "/tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn",
"old_string": "text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"",
"new_string": "text = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\""
}
}
],
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[2026-01-11T18:46:15.401Z] [INFO] {
"type": "user",
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"content": [
{
"tool_use_id": "toolu_01FwMoQvg274o6oPy6JNBjxT",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768156937180/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 197→offset_left = 10.0\n 198→offset_top = 650.0\n 199→offset_right = 400.0\n 200→offset_bottom = 710.0\n 201→text = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"\n 202→"
}
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"oldString": "text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"",
"newString": "text = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"",
"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\" 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"content": "The file /tmp/gh-issue-solver-1768156937180/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 50→\n 51→### TestTier.tscn\n 52→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 53→\n 54→#### Features\n 55→- **Enclosed play area** with walls that prevent the player from leaving\n 56→- **Obstacles** placed within the arena for cover and movement testing\n 57→- **Target zone** with red shooting targets that react when hit\n 58→- **Shooting mechanics** - click to shoot bullets at targets\n 59→- **UI overlay** showing level name and control instructions\n 60→\n 61→#### Scene Structure\n 62→```\n 63→TestTier"
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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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets for future shooting mechanics\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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. 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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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── 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\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. Add a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n",
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"content": "The file /tmp/gh-issue-solver-1768156937180/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 127→## Physics Layers\n 128→\n 129→Pre-configured collision layers for top-down games:\n 130→\n 131→| Layer | Name | Purpose |\n 132→|-------|------|---------|\n 133→| 1 | player | Player character |\n 134→| 2 | enemies | Enemy characters |\n 135→| 3 | obstacles | Walls, barriers |\n 136→| 4 | pickups | Items, collectibles |\n 137→| 5 | projectiles | Bullets, spells |\n 138→| 6 | targets | Shooting targets |\n 139→\n 140→## Best Practices\n 141→\n 142→This template follows Godot best practices:"
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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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── 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\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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## 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\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. 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"new_string": "The 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"
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"content": "The file /tmp/gh-issue-solver-1768156937180/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 109→| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 110→| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 111→| `friction` | 1000.0 | How quickly the player stops when not moving |\n 112→\n 113→The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 114→\n 115→#### Shooting System\n 116→The player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n 117→- **Bullet spawning** with offset from player center in the shooting direction\n 118→- **Automatic bullet scene loading** via preload\n 119→- **Direction calculation** towards mouse cursor position\n 120→\n 121→### Bullet.tscn\n 122→A projectile scene for the shooting system. Features:\n 123→- **Area2D** root node for collision detection\n 124→- **CircleShape2D** for precise hit detection (4px radius)\n 125→- **Sprite2D** with yellow placeholder texture\n 126→- **Auto-destruction** after collision or lifetime timeout\n 127→\n 128→#### Bullet Properties (Inspector)\n 129→| Property | Default | Description |\n 130→|----------|---------|-------------|\n 131→| `speed` | 600.0 | Bullet travel speed in pixels/second |\n 132→| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n 133→\n 134→#### Collision Setup\n 135→- **Layer**: 5 (projectiles)\n 136→- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n 137→\n 138→### Target.tscn\n 139→A shootable target that reacts when hit by bullets. Features:\n 140→- **Area2D** root node for hit detection\n 141→- **Visual feedback** - changes color when hit (red to green)\n 142→- **Respawn system** - resets to original state after delay\n 143→- **Optional destruction** - can be configured to destroy on hit\n 144→\n 145→#### Target Properties (Inspector)\n 146→| Property | Default | Description |\n 147→|----------|---------|-------------|\n 148→| `hit_color` | Green | Color when target is hit |\n 149→| `normal_color` | Red | Default target color |\n 150→| `destroy_on_hit` | false | Whether to destroy target when hit |\n 151→| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n 152→\n 153→#### Collision Setup\n 154→- **Layer**: 6 (targets)\n 155→- **Mask**: 5 (projectiles) - targets detect bullets\n 156→\n 157→## Input Actions\n 158→\n 159→The project includes pre-configured input actions for top-down movement:\n 160→\n 161→| Action | Keys |"
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"newString": "The 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",
"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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── 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\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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## 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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"+- **Bullet spawning** with offset from player center in the shooting direction",
"+- **Automatic bullet scene loading** via preload",
"+- **Direction calculation** towards mouse cursor position",
"+",
"+### Bullet.tscn",
"+A projectile scene for the shooting system. Features:",
"+- **Area2D** root node for collision detection",
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"+- **Sprite2D** with yellow placeholder texture",
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"+| Property | Default | Description |",
"+|----------|---------|-------------|",
"+| `speed` | 600.0 | Bullet travel speed in pixels/second |",
"+| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |",
"+",
"+#### Collision Setup",
"+- **Layer**: 5 (projectiles)",
"+- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets",
"+",
"+### Target.tscn",
"+A shootable target that reacts when hit by bullets. Features:",
"+- **Area2D** root node for hit detection",
"+- **Visual feedback** - changes color when hit (red to green)",
"+- **Respawn system** - resets to original state after delay",
"+- **Optional destruction** - can be configured to destroy on hit",
"+",
"+#### Target Properties (Inspector)",
"+| Property | Default | Description |",
"+|----------|---------|-------------|",
"+| `hit_color` | Green | Color when target is hit |",
"+| `normal_color` | Red | Default target color |",
"+| `destroy_on_hit` | false | Whether to destroy target when hit |",
"+| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |",
"+",
"+#### Collision Setup",
"+- **Layer**: 6 (targets)",
"+- **Mask**: 5 (projectiles) - targets detect bullets",
"+",
" ## Input Actions",
" ",
" The project includes pre-configured input actions for top-down movement:"
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"new_string": "```\ngodot-topdown-template/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ ├── projectiles/ # Projectile scenes\n│ │ └── Bullet.tscn # Bullet projectile\n│ ├── objects/ # Game object scenes\n│ │ └── Target.tscn # Shootable target\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement and shooting script\n│ ├── projectiles/ # Projectile scripts\n│ │ └── bullet.gd # Bullet behavior script\n│ ├── objects/ # Game object scripts\n│ │ └── target.gd # Target hit reaction script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```"
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"content": "The file /tmp/gh-issue-solver-1768156937180/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 15→4. Press F5 to run the main scene\n 16→\n 17→## Project Structure\n 18→\n 19→```\n 20→godot-topdown-template/\n 21→├── project.godot # Godot project configuration\n 22→├── icon.svg # Project icon\n 23→├── scenes/ # All game scenes (.tscn files)\n 24→│ ├── main/ # Main scenes\n 25→│ │ └── Main.tscn # Main entry scene (runs on F5)\n 26→│ ├── levels/ # Game levels/tiers\n 27→│ │ └── TestTier.tscn # Test level for development\n 28→│ ├── characters/ # Character scenes\n 29→│ │ └── Player.tscn # Player character with movement\n 30→│ ├── projectiles/ # Projectile scenes\n 31→│ │ └── Bullet.tscn # Bullet projectile\n 32→│ ├── objects/ # Game object scenes\n 33→│ │ └── Target.tscn # Shootable target\n 34→│ └── ui/ # UI scenes\n 35→├── scripts/ # GDScript files (.gd)\n 36→│ ├── main.gd # Main scene script\n 37→│ ├── levels/ # Level scripts\n 38→│ │ └── test_tier.gd # Test tier script\n 39→│ ├── autoload/ # Autoload/singleton scripts\n 40→│ ├── characters/ # Character scripts\n 41→│ │ └── player.gd # Player movement and shooting script\n 42→│ ├── projectiles/ # Projectile scripts\n 43→│ │ └── bullet.gd # Bullet behavior script\n 44→│ ├── objects/ # Game object scripts\n 45→│ │ └── target.gd # Target hit reaction script\n 46→│ └── utils/ # Utility scripts\n 47→├── assets/ # Game assets\n 48→│ ├── sprites/ # 2D sprites and textures\n 49→│ ├── audio/ # Sound effects and music\n 50→│ └── fonts/ # Custom fonts\n 51→└── addons/ # Third-party Godot plugins\n 52→```\n 53→\n 54→## Scenes\n 55→\n 56→### Main.tscn"
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"newString": "```\ngodot-topdown-template/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ ├── projectiles/ # Projectile scenes\n│ │ └── Bullet.tscn # Bullet projectile\n│ ├── objects/ # Game object scenes\n│ │ └── Target.tscn # Shootable target\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement and shooting script\n│ ├── projectiles/ # Projectile scripts\n│ │ └── bullet.gd # Bullet behavior script\n│ ├── objects/ # Game object scripts\n│ │ └── target.gd # Target hit reaction script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── 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/\n├── project.godot # Godot project configuration\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ └── TestTier.tscn # Test level for development\n│ ├── characters/ # Character scenes\n│ │ └── Player.tscn # Player character with movement\n│ └── ui/ # UI scenes\n├── scripts/ # GDScript files (.gd)\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── autoload/ # Autoload/singleton scripts\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player movement script\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── 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\n├── Environment\n│ ├── Background # Dark green background (1280x720)\n│ ├── Floor # Lighter green floor area\n│ ├── Walls # Brown walls with collision (StaticBody2D on layer 3)\n│ │ ├── WallTop\n│ │ ├── WallBottom\n│ │ ├── WallLeft\n│ │ └── WallRight\n│ ├── Obstacles # Brown obstacles with collision\n│ │ ├── Obstacle1 # Square obstacle\n│ │ ├── Obstacle2 # Square obstacle\n│ │ └── Obstacle3 # Wide obstacle\n│ ├── Targets # Red target sprites (StaticBody2D)\n│ │ ├── Target1\n│ │ ├── Target2\n│ │ └── Target3\n│ └── TargetArea # Label marking the target zone\n├── Entities\n│ └── 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. 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"content": " 1→extends CharacterBody2D\n 2→## Player character controller for top-down movement and shooting.\n 3→##\n 4→## Uses physics-based movement with acceleration and friction for smooth control.\n 5→## Supports WASD and arrow key input via configured input actions.\n 6→## Shoots bullets towards the mouse cursor on left mouse button click.\n 7→\n 8→## Maximum movement speed in pixels per second.\n 9→@export var max_speed: float = 200.0\n 10→\n 11→## Acceleration rate - how quickly the player reaches max speed.\n 12→@export var acceleration: float = 1200.0\n 13→\n 14→## Friction rate - how quickly the player slows down when not moving.\n 15→@export var friction: float = 1000.0\n 16→\n 17→## Bullet scene to instantiate when shooting.\n 18→@export var bullet_scene: PackedScene\n 19→\n 20→## Offset from player center for bullet spawn position.\n 21→@export var bullet_spawn_offset: float = 20.0\n 22→\n 23→\n 24→func _ready() -> void:\n 25→\t# Preload bullet scene if not set in inspector\n 26→\tif bullet_scene == null:\n 27→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 28→\n 29→\n 30→func _physics_process(delta: float) -> void:\n 31→\tvar input_direction := _get_input_direction()\n 32→\n 33→\tif input_direction != Vector2.ZERO:\n 34→\t\t# Apply acceleration towards the input direction\n 35→\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 36→\telse:\n 37→\t\t# Apply friction to slow down\n 38→\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 39→\n 40→\tmove_and_slide()\n 41→\n 42→\t# Handle shooting input\n 43→\tif Input.is_action_just_pressed(\"shoot\"):\n 44→\t\t_shoot()\n 45→\n 46→\n 47→func _get_input_direction() -> Vector2:\n 48→\tvar direction := Vector2.ZERO\n 49→\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 50→\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 51→\n 52→\t# Normalize to prevent faster diagonal movement\n 53→\tif direction.length() > 1.0:\n 54→\t\tdirection = direction.normalized()\n 55→\n 56→\treturn direction\n 57→\n 58→\n 59→func _shoot() -> void:\n 60→\tif bullet_scene == null:\n 61→\t\treturn\n 62→\n 63→\t# Calculate direction towards mouse cursor\n 64→\tvar mouse_pos := get_global_mouse_position()\n 65→\tvar shoot_direction := (mouse_pos - global_position).normalized()\n 66→\n 67→\t# Create bullet instance\n 68→\tvar bullet := bullet_scene.instantiate()\n 69→\n 70→\t# Set bullet position with offset in shoot direction\n 71→\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n 72→\n 73→\t# Set bullet direction\n 74→\tbullet.direction = shoot_direction\n 75→\n 76→\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n 77→\tget_tree().current_scene.add_child(bullet)\n 78→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends CharacterBody2D\n## Player character controller for top-down movement and shooting.\n##\n## Uses physics-based movement with acceleration and friction for smooth control.\n## Supports WASD and arrow key input via configured input actions.\n## Shoots bullets towards the mouse cursor on left mouse button click.\n\n## Maximum movement speed in pixels per second.\n@export var max_speed: float = 200.0\n\n## Acceleration rate - how quickly the player reaches max speed.\n@export var acceleration: float = 1200.0\n\n## Friction rate - how quickly the player slows down when not moving.\n@export var friction: float = 1000.0\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Offset from player center for bullet spawn position.\n@export var bullet_spawn_offset: float = 20.0\n\n\nfunc _ready() -> void:\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\n\nfunc _physics_process(delta: float) -> void:\n\tvar input_direction := _get_input_direction()\n\n\tif input_direction != Vector2.ZERO:\n\t\t# Apply acceleration towards the input direction\n\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n\telse:\n\t\t# Apply friction to slow down\n\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n\tmove_and_slide()\n\n\t# Handle shooting input\n\tif Input.is_action_just_pressed(\"shoot\"):\n\t\t_shoot()\n\n\nfunc _get_input_direction() -> Vector2:\n\tvar direction := Vector2.ZERO\n\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n\n\t# Normalize to prevent faster diagonal movement\n\tif direction.length() > 1.0:\n\t\tdirection = direction.normalized()\n\n\treturn direction\n\n\nfunc _shoot() -> void:\n\tif bullet_scene == null:\n\t\treturn\n\n\t# Calculate direction towards mouse cursor\n\tvar mouse_pos := get_global_mouse_position()\n\tvar shoot_direction := (mouse_pos - global_position).normalized()\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\n\t# Set bullet position with offset in shoot direction\n\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n\n\t# Set bullet direction\n\tbullet.direction = shoot_direction\n\n\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n\tget_tree().current_scene.add_child(bullet)\n",
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"content": " 1→extends Area2D\n 2→## Bullet projectile that travels in a direction and handles collisions.\n 3→##\n 4→## The bullet moves at a constant speed in its rotation direction.\n 5→## It destroys itself when hitting walls or targets, and triggers\n 6→## target reactions on hit.\n 7→\n 8→## Speed of the bullet in pixels per second.\n 9→@export var speed: float = 600.0\n 10→\n 11→## Maximum lifetime in seconds before auto-destruction.\n 12→@export var lifetime: float = 3.0\n 13→\n 14→## Direction the bullet travels (set by the shooter).\n 15→var direction: Vector2 = Vector2.RIGHT\n 16→\n 17→## Timer tracking remaining lifetime.\n 18→var _time_alive: float = 0.0\n 19→\n 20→\n 21→func _ready() -> void:\n 22→\t# Connect to collision signals\n 23→\tbody_entered.connect(_on_body_entered)\n 24→\tarea_entered.connect(_on_area_entered)\n 25→\n 26→\n 27→func _physics_process(delta: float) -> void:\n 28→\t# Move in the set direction\n 29→\tposition += direction * speed * delta\n 30→\n 31→\t# Track lifetime and auto-destroy if exceeded\n 32→\t_time_alive += delta\n 33→\tif _time_alive >= lifetime:\n 34→\t\tqueue_free()\n 35→\n 36→\n 37→func _on_body_entered(body: Node2D) -> void:\n 38→\t# Hit a static body (wall or obstacle)\n 39→\tqueue_free()\n 40→\n 41→\n 42→func _on_area_entered(area: Area2D) -> void:\n 43→\t# Hit another area (like a target)\n 44→\tif area.has_method(\"on_hit\"):\n 45→\t\tarea.on_hit()\n 46→\tqueue_free()\n 47→\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": " 1→extends Area2D\n 2→## Target that reacts when hit by a bullet.\n 3→##\n 4→## When hit, the target shows a visual reaction (color change)\n 5→## and can optionally be destroyed after a delay.\n 6→\n 7→## Color to change to when hit.\n 8→@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n 9→\n 10→## Original color before being hit.\n 11→@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 12→\n 13→## Whether to destroy the target after being hit.\n 14→@export var destroy_on_hit: bool = false\n 15→\n 16→## Delay before respawning or destroying (in seconds).\n 17→@export var respawn_delay: float = 2.0\n 18→\n 19→## Reference to the sprite for color changes.\n 20→@onready var sprite: Sprite2D = $Sprite2D\n 21→\n 22→## Whether the target has been hit and is in hit state.\n 23→var _is_hit: bool = false\n 24→\n 25→\n 26→func _ready() -> void:\n 27→\t# Ensure the sprite has the normal color\n 28→\tif sprite:\n 29→\t\tsprite.modulate = normal_color\n 30→\n 31→\n 32→func on_hit() -> void:\n 33→\tif _is_hit:\n 34→\t\treturn\n 35→\n 36→\t_is_hit = true\n 37→\n 38→\t# Change color to show hit\n 39→\tif sprite:\n 40→\t\tsprite.modulate = hit_color\n 41→\n 42→\t# Handle destruction or respawn\n 43→\tif destroy_on_hit:\n 44→\t\t# Wait before destroying\n 45→\t\tawait get_tree().create_timer(respawn_delay).timeout\n 46→\t\tqueue_free()\n 47→\telse:\n 48→\t\t# Wait before resetting\n 49→\t\tawait get_tree().create_timer(respawn_delay).timeout\n 50→\t\t_reset()\n 51→\n 52→\n 53→func _reset() -> void:\n 54→\t_is_hit = false\n 55→\tif sprite:\n 56→\t\tsprite.modulate = normal_color\n 57→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Area2D\n## Target that reacts when hit by a bullet.\n##\n## When hit, the target shows a visual reaction (color change)\n## and can optionally be destroyed after a delay.\n\n## Color to change to when hit.\n@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n\n## Original color before being hit.\n@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Whether to destroy the target after being hit.\n@export var destroy_on_hit: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Reference to the sprite for color changes.\n@onready var sprite: Sprite2D = $Sprite2D\n\n## Whether the target has been hit and is in hit state.\nvar _is_hit: bool = false\n\n\nfunc _ready() -> void:\n\t# Ensure the sprite has the normal color\n\tif sprite:\n\t\tsprite.modulate = normal_color\n\n\nfunc on_hit() -> void:\n\tif _is_hit:\n\t\treturn\n\n\t_is_hit = true\n\n\t# Change color to show hit\n\tif sprite:\n\t\tsprite.modulate = hit_color\n\n\t# Handle destruction or respawn\n\tif destroy_on_hit:\n\t\t# Wait before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\t# Wait before resetting\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\nfunc _reset() -> void:\n\t_is_hit = false\n\tif sprite:\n\t\tsprite.modulate = normal_color\n",
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[2026-01-11T18:48:31.678Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JBxQECx4QBUNuqj4Ubndin","type":"tool_result","content":"diff --git a/CLAUDE.md b/CLAUDE.md\nnew file mode 100644\nindex 0000000..decf6f8\n--- /dev/null\n+++ b/CLAUDE.md\n@@ -0,0 +1,7 @@\n+Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/5\n+Your prepared branch: issue-5-3b9b63c4dc32\n+Your prepared working directory: /tmp/gh-issue-solver-1768156937180\n+Your forked repository: konard/Jhon-Crow-godot-topdown-template\n+Original repository (upstream): Jhon-Crow/godot-topdown-template\n+\n+Proceed.\ndiff --git a/README.md b/README.md\nindex b60ec5b..e12f056 100644\n--- a/README.md\n+++ b/README.md\n@@ -27,6 +27,10 @@ godot-topdown-template/\n │ │ └── TestTier.tscn # Test level for development\n │ ├── characters/ # Character scenes\n │ │ └── Player.tscn # Player character with movement\n+│ ├── projectiles/ # Projectile scenes\n+│ │ └── Bullet.tscn # Bullet projectile\n+│ ├── objects/ # Game object scenes\n+│ │ └── Target.tscn # Shootable target\n │ └── ui/ # UI scenes\n ├── scripts/ # GDScript files (.gd)\n │ ├── main.gd # Main scene script\n@@ -34,7 +38,11 @@ godot-topdown-template/\n │ │ └── test_tier.gd # Test tier script\n │ ├── autoload/ # Autoload/singleton scripts\n │ ├── characters/ # Character scripts\n-│ │ └── player.gd # Player movement script\n+│ │ └── player.gd # Player movement and shooting script\n+│ ├── projectiles/ # Projectile scripts\n+│ │ └── bullet.gd # Bullet behavior script\n+│ ├── objects/ # Game object scripts\n+│ │ └── target.gd # Target hit reaction script\n │ └── utils/ # Utility scripts\n ├── assets/ # Game assets\n │ ├── sprites/ # 2D sprites and textures\n@@ -54,7 +62,8 @@ A test level/tier (shooting range) for developing and testing game mechanics. Th\n #### Features\n - **Enclosed play area** with walls that prevent the player from leaving\n - **Obstacles** placed within the arena for cover and movement testing\n-- **Target zone** with red shooting targets for future shooting mechanics\n+- **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@@ -111,6 +120,48 @@ The player character scene with smooth physics-based movement. Features:\n \n The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n \n+#### Shooting System\n+The 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\n+A 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\n+A 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 \n The project includes pre-configured input actions for top-down movement:\n@@ -121,6 +172,7 @@ The project includes pre-configured input actions for top-down movement:\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 \n@@ -133,6 +185,7 @@ Pre-configured collision layers for top-down games:\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 \ndiff --git a/project.godot b/project.godot\nindex df043dd..61ceaf5 100644\n--- a/project.godot\n+++ b/project.godot\n@@ -51,6 +51,11 @@ move_right={\n , Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n ]\n }\n+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]\n \n@@ -59,6 +64,7 @@ move_right={\n 2d_physics/layer_3=\"obstacles\"\n 2d_physics/layer_4=\"pickups\"\n 2d_physics/layer_5=\"projectiles\"\n+2d_physics/layer_6=\"targets\"\n \n [rendering]\n \ndiff --git a/scenes/levels/TestTier.tscn b/scenes/levels/TestTier.tscn\nindex 56d010a..5d9d067 100644\n--- a/scenes/levels/TestTier.tscn\n+++ b/scenes/levels/TestTier.tscn\n@@ -1,13 +1,8 @@\n-[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n+[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-\n-[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n-size = Vector2(48, 48)\n-\n-[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n-size = Vector2(48, 48)\n+[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\"]\n size = Vector2(800, 32)\n@@ -149,41 +144,14 @@ shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n \n [node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n \n-[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 160)\n-collision_layer = 4\n-collision_mask = 0\n \n-[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n-\n-[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n-shape = SubResource(\"RectangleShape2D_target\")\n-\n-[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 360)\n-collision_layer = 4\n-collision_mask = 0\n-\n-[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n \n-[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n-shape = SubResource(\"RectangleShape2D_target\")\n-\n-[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 560)\n-collision_layer = 4\n-collision_mask = 0\n-\n-[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n-","is_error":false}]},"parent_tool_use_id":null,"session_id":"06ecd149-1947-4882-a751-6d6b58f5e249","uuid":"a3e134b5-87af-49e1-b50d-1371fb233581","tool_use_result":{"stdout":"diff --git a/CLAUDE.md b/CLAUDE.md\nnew file mode 100644\nindex 0000000..decf6f8\n--- /dev/null\n+++ b/CLAUDE.md\n@@ -0,0 +1,7 @@\n+Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/5\n+Your prepared branch: issue-5-3b9b63c4dc32\n+Your prepared working directory: /tmp/gh-issue-solver-1768156937180\n+Your forked repository: konard/Jhon-Crow-godot-topdown-template\n+Original repository (upstream): Jhon-Crow/godot-topdown-template\n+\n+Proceed.\ndiff --git a/README.md b/README.md\nindex b60ec5b..e12f056 100644\n--- a/README.md\n+++ b/README.md\n@@ -27,6 +27,10 @@ godot-topdown-template/\n │ │ └── TestTier.tscn # Test level for development\n │ ├── characters/ # Character scenes\n │ │ └── Player.tscn # Player character with movement\n+│ ├── projectiles/ # Projectile scenes\n+│ │ └── Bullet.tscn # Bullet projectile\n+│ ├── objects/ # Game object scenes\n+│ │ └── Target.tscn # Shootable target\n │ └── ui/ # UI scenes\n ├── scripts/ # GDScript files (.gd)\n │ ├── main.gd # Main scene script\n@@ -34,7 +38,11 @@ godot-topdown-template/\n │ │ └── test_tier.gd # Test tier script\n │ ├── autoload/ # Autoload/singleton scripts\n │ ├── characters/ # Character scripts\n-│ │ └── player.gd # Player movement script\n+│ │ └── player.gd # Player movement and shooting script\n+│ ├── projectiles/ # Projectile scripts\n+│ │ └── bullet.gd # Bullet behavior script\n+│ ├── objects/ # Game object scripts\n+│ │ └── target.gd # Target hit reaction script\n │ └── utils/ # Utility scripts\n ├── assets/ # Game assets\n │ ├── sprites/ # 2D sprites and textures\n@@ -54,7 +62,8 @@ A test level/tier (shooting range) for developing and testing game mechanics. Th\n #### Features\n - **Enclosed play area** with walls that prevent the player from leaving\n - **Obstacles** placed within the arena for cover and movement testing\n-- **Target zone** with red shooting targets for future shooting mechanics\n+- **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@@ -111,6 +120,48 @@ The player character scene with smooth physics-based movement. Features:\n \n The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n \n+#### Shooting System\n+The 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\n+A 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\n+A 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 \n The project includes pre-configured input actions for top-down movement:\n@@ -121,6 +172,7 @@ The project includes pre-configured input actions for top-down movement:\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 \n@@ -133,6 +185,7 @@ Pre-configured collision layers for top-down games:\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 \ndiff --git a/project.godot b/project.godot\nindex df043dd..61ceaf5 100644\n--- a/project.godot\n+++ b/project.godot\n@@ -51,6 +51,11 @@ move_right={\n , Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n ]\n }\n+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]\n \n@@ -59,6 +64,7 @@ move_right={\n 2d_physics/layer_3=\"obstacles\"\n 2d_physics/layer_4=\"pickups\"\n 2d_physics/layer_5=\"projectiles\"\n+2d_physics/layer_6=\"targets\"\n \n [rendering]\n \ndiff --git a/scenes/levels/TestTier.tscn b/scenes/levels/TestTier.tscn\nindex 56d010a..5d9d067 100644\n--- a/scenes/levels/TestTier.tscn\n+++ b/scenes/levels/TestTier.tscn\n@@ -1,13 +1,8 @@\n-[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n+[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-\n-[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n-size = Vector2(48, 48)\n-\n-[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n-size = Vector2(48, 48)\n+[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\"]\n size = Vector2(800, 32)\n@@ -149,41 +144,14 @@ shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n \n [node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n \n-[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 160)\n-collision_layer = 4\n-collision_mask = 0\n \n-[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n-\n-[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n-shape = SubResource(\"RectangleShape2D_target\")\n-\n-[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 360)\n-collision_layer = 4\n-collision_mask = 0\n-\n-[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n \n-[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n-shape = SubResource(\"RectangleShape2D_target\")\n-\n-[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n position = Vector2(750, 560)\n-collision_layer = 4\n-collision_mask = 0\n-\n-[node name=\"Sprite2D\" type=\"Sprite2D\" pa
[2026-01-11T18:48:31.687Z] [INFO] rent=\"Environment/Targets/Target3\"]\n-modulate = Color(0.9, 0.2, 0.2, 1)\n-texture = SubResource(\"PlaceholderTexture2D_target\")\n-","stderr":"","interrupted":false,"isImage":false}}
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"text": "I notice that the diff includes CLAUDE.md which was added with initial task details. Let me check if there are any issues or if CLAUDE.md should be removed."
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"content": "@@ -26,6 +39,10 @@ func _physics_process(delta: float) -> void:\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 \n func _get_input_direction() -> Vector2:\n \tvar direction := Vector2.ZERO\n@@ -37,3 +54,24 @@ func _get_input_direction() -> Vector2:\n \t\tdirection = direction.normalized()\n \n \treturn direction\n+\n+\n+func _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)\ndiff --git a/scripts/objects/target.gd b/scripts/objects/target.gd\nnew file mode 100644\nindex 0000000..4c86666\n--- /dev/null\n+++ b/scripts/objects/target.gd\n@@ -0,0 +1,56 @@\n+extends Area2D\n+## Target that reacts when hit by a bullet.\n+##\n+## When hit, the target shows a visual reaction (color change)\n+## and can optionally be destroyed after a delay.\n+\n+## Color to change to when hit.\n+@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n+\n+## Original color before being hit.\n+@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n+\n+## Whether to destroy the target after being hit.\n+@export var destroy_on_hit: bool = false\n+\n+## Delay before respawning or destroying (in seconds).\n+@export var respawn_delay: float = 2.0\n+\n+## Reference to the sprite for color changes.\n+@onready var sprite: Sprite2D = $Sprite2D\n+\n+## Whether the target has been hit and is in hit state.\n+var _is_hit: bool = false\n+\n+\n+func _ready() -> void:\n+\t# Ensure the sprite has the normal color\n+\tif sprite:\n+\t\tsprite.modulate = normal_color\n+\n+\n+func on_hit() -> void:\n+\tif _is_hit:\n+\t\treturn\n+\n+\t_is_hit = true\n+\n+\t# Change color to show hit\n+\tif sprite:\n+\t\tsprite.modulate = hit_color\n+\n+\t# Handle destruction or respawn\n+\tif destroy_on_hit:\n+\t\t# Wait before destroying\n+\t\tawait get_tree().create_timer(respawn_delay).timeout\n+\t\tqueue_free()\n+\telse:\n+\t\t# Wait before resetting\n+\t\tawait get_tree().create_timer(respawn_delay).timeout\n+\t\t_reset()\n+\n+\n+func _reset() -> void:\n+\t_is_hit = false\n+\tif sprite:\n+\t\tsprite.modulate = normal_color\ndiff --git a/scripts/projectiles/bullet.gd b/scripts/projectiles/bullet.gd\nnew file mode 100644\nindex 0000000..946a7c9\n--- /dev/null\n+++ b/scripts/projectiles/bullet.gd\n@@ -0,0 +1,46 @@\n+extends Area2D\n+## Bullet projectile that travels in a direction and handles collisions.\n+##\n+## The bullet moves at a constant speed in its rotation direction.\n+## It destroys itself when hitting walls or targets, and triggers\n+## target reactions on hit.\n+\n+## Speed of the bullet in pixels per second.\n+@export var speed: float = 600.0\n+\n+## Maximum lifetime in seconds before auto-destruction.\n+@export var lifetime: float = 3.0\n+\n+## Direction the bullet travels (set by the shooter).\n+var direction: Vector2 = Vector2.RIGHT\n+\n+## Timer tracking remaining lifetime.\n+var _time_alive: float = 0.0\n+\n+\n+func _ready() -> void:\n+\t# Connect to collision signals\n+\tbody_entered.connect(_on_body_entered)\n+\tarea_entered.connect(_on_area_entered)\n+\n+\n+func _physics_process(delta: float) -> void:\n+\t# Move in the set direction\n+\tposition += direction * speed * delta\n+\n+\t# Track lifetime and auto-destroy if exceeded\n+\t_time_alive += delta\n+\tif _time_alive >= lifetime:\n+\t\tqueue_free()\n+\n+\n+func _on_body_entered(body: Node2D) -> void:\n+\t# Hit a static body (wall or obstacle)\n+\tqueue_free()\n+\n+\n+func _on_area_entered(area: Area2D) -> void:\n+\t# Hit another area (like a target)\n+\tif area.has_method(\"on_hit\"):\n+\t\tarea.on_hit()\n+\tqueue_free()",
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"stdout": "@@ -26,6 +39,10 @@ func _physics_process(delta: float) -> void:\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 \n func _get_input_direction() -> Vector2:\n \tvar direction := Vector2.ZERO\n@@ -37,3 +54,24 @@ func _get_input_direction() -> Vector2:\n \t\tdirection = direction.normalized()\n \n \treturn direction\n+\n+\n+func _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)\ndiff --git a/scripts/objects/target.gd b/scripts/objects/target.gd\nnew file mode 100644\nindex 0000000..4c86666\n--- /dev/null\n+++ b/scripts/objects/target.gd\n@@ -0,0 +1,56 @@\n+extends Area2D\n+## Target that reacts when hit by a bullet.\n+##\n+## When hit, the target shows a visual reaction (color change)\n+## and can optionally be destroyed after a delay.\n+\n+## Color to change to when hit.\n+@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n+\n+## Original color before being hit.\n+@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n+\n+## Whether to destroy the target after being hit.\n+@export var destroy_on_hit: bool = false\n+\n+## Delay before respawning or destroying (in seconds).\n+@export var respawn_delay: float = 2.0\n+\n+## Reference to the sprite for color changes.\n+@onready var sprite: Sprite2D = $Sprite2D\n+\n+## Whether the target has been hit and is in hit state.\n+var _is_hit: bool = false\n+\n+\n+func _ready() -> void:\n+\t# Ensure the sprite has the normal color\n+\tif sprite:\n+\t\tsprite.modulate = normal_color\n+\n+\n+func on_hit() -> void:\n+\tif _is_hit:\n+\t\treturn\n+\n+\t_is_hit = true\n+\n+\t# Change color to show hit\n+\tif sprite:\n+\t\tsprite.modulate = hit_color\n+\n+\t# Handle destruction or respawn\n+\tif destroy_on_hit:\n+\t\t# Wait before destroying\n+\t\tawait get_tree().create_timer(respawn_delay).timeout\n+\t\tqueue_free()\n+\telse:\n+\t\t# Wait before resetting\n+\t\tawait get_tree().create_timer(respawn_delay).timeout\n+\t\t_reset()\n+\n+\n+func _reset() -> void:\n+\t_is_hit = false\n+\tif sprite:\n+\t\tsprite.modulate = normal_color\ndiff --git a/scripts/projectiles/bullet.gd b/scripts/projectiles/bullet.gd\nnew file mode 100644\nindex 0000000..946a7c9\n--- /dev/null\n+++ b/scripts/projectiles/bullet.gd\n@@ -0,0 +1,46 @@\n+extends Area2D\n+## Bullet projectile that travels in a direction and handles collisions.\n+##\n+## The bullet moves at a constant speed in its rotation direction.\n+## It destroys itself when hitting walls or targets, and triggers\n+## target reactions on hit.\n+\n+## Speed of the bullet in pixels per second.\n+@export var speed: float = 600.0\n+\n+## Maximum lifetime in seconds before auto-destruction.\n+@export var lifetime: float = 3.0\n+\n+## Direction the bullet travels (set by the shooter).\n+var direction: Vector2 = Vector2.RIGHT\n+\n+## Timer tracking remaining lifetime.\n+var _time_alive: float = 0.0\n+\n+\n+func _ready() -> void:\n+\t# Connect to collision signals\n+\tbody_entered.connect(_on_body_entered)\n+\tarea_entered.connect(_on_area_entered)\n+\n+\n+func _physics_process(delta: float) -> void:\n+\t# Move in the set direction\n+\tposition += direction * speed * delta\n+\n+\t# Track lifetime and auto-destroy if exceeded\n+\t_time_alive += delta\n+\tif _time_alive >= lifetime:\n+\t\tqueue_free()\n+\n+\n+func _on_body_entered(body: Node2D) -> void:\n+\t# Hit a static body (wall or obstacle)\n+\tqueue_free()\n+\n+\n+func _on_area_entered(area: Area2D) -> void:\n+\t# Hit another area (like a target)\n+\tif area.has_method(\"on_hit\"):\n+\t\tarea.on_hit()\n+\tqueue_free()",
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[2026-01-11T18:48:43.733Z] [INFO] {
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"content": "title:\tfeat: Add shooting mechanics and target interaction\nstate:\tOPEN\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t14\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-template/pull/14\nadditions:\t257\ndeletions:\t41\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements basic shooting mechanics and target interaction for the Godot top-down template.\n\n### Changes\n- **Input**: Added `shoot` action mapped to Left Mouse Button (LMB)\n- **Bullet system**: Created `Bullet.tscn` scene with `Area2D` for collision detection, yellow sprite, and auto-destruction on collision or timeout\n- **Target system**: Created `Target.tscn` scene that reacts to bullet hits by changing color (red → green) and respawning after delay\n- **Player shooting**: Updated `player.gd` to shoot bullets towards mouse cursor position on LMB click\n- **Collision layers**: Added layer 6 (targets), bullets detect walls (layer 3) and targets (layer 6)\n- **TestTier update**: Replaced `StaticBody2D` targets with new interactive `Target` scenes\n- **Documentation**: Updated README.md with shooting mechanics, new scenes, and input actions\n\n### Features\n- Bullets spawn from player position offset in shooting direction\n- Bullets travel at 600px/s with 3-second lifetime\n- Bullets destroy on collision with walls or targets\n- Targets change color when hit and reset after 2 seconds\n- Targets can optionally be destroyed instead of respawning (configurable)\n- No memory leaks - bullets and destroyed targets are properly freed\n\n### Acceptance Criteria\n- [x] LMB shoots bullet from player towards cursor\n- [x] Bullets destroy on collision with walls or targets\n- [x] Targets react to hits (color change)\n- [x] No memory leaks (bullets auto-destroy after lifetime/collision)\n- [x] Documentation updated in README\n\nFixes #5\n\n---\n*This PR was generated with the help of [Claude Code](https://claude.ai/claude-code)*",
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"stdout": "title:\tfeat: Add shooting mechanics and target interaction\nstate:\tOPEN\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t14\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-template/pull/14\nadditions:\t257\ndeletions:\t41\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements basic shooting mechanics and target interaction for the Godot top-down template.\n\n### Changes\n- **Input**: Added `shoot` action mapped to Left Mouse Button (LMB)\n- **Bullet system**: Created `Bullet.tscn` scene with `Area2D` for collision detection, yellow sprite, and auto-destruction on collision or timeout\n- **Target system**: Created `Target.tscn` scene that reacts to bullet hits by changing color (red → green) and respawning after delay\n- **Player shooting**: Updated `player.gd` to shoot bullets towards mouse cursor position on LMB click\n- **Collision layers**: Added layer 6 (targets), bullets detect walls (layer 3) and targets (layer 6)\n- **TestTier update**: Replaced `StaticBody2D` targets with new interactive `Target` scenes\n- **Documentation**: Updated README.md with shooting mechanics, new scenes, and input actions\n\n### Features\n- Bullets spawn from player position offset in shooting direction\n- Bullets travel at 600px/s with 3-second lifetime\n- Bullets destroy on collision with walls or targets\n- Targets change color when hit and reset after 2 seconds\n- Targets can optionally be destroyed instead of respawning (configurable)\n- No memory leaks - bullets and destroyed targets are properly freed\n\n### Acceptance Criteria\n- [x] LMB shoots bullet from player towards cursor\n- [x] Bullets destroy on collision with walls or targets\n- [x] Targets react to hits (color change)\n- [x] No memory leaks (bullets auto-destroy after lifetime/collision)\n- [x] Documentation updated in README\n\nFixes #5\n\n---\n*This PR was generated with the help of [Claude Code](https://claude.ai/claude-code)*",
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"text": "The implementation is complete. Here's a summary of what was done:\n\n## Implementation Summary\n\nI've successfully implemented the shooting mechanics and target interaction system for issue #5. \n\n### Files Created:\n1. **`scenes/projectiles/Bullet.tscn`** - Bullet scene with Area2D, yellow sprite, and CircleShape2D collision\n2. **`scripts/projectiles/bullet.gd`** - Bullet movement (600px/s), lifetime management (3s), and collision handling\n3. **`scenes/objects/Target.tscn`** - Target scene with Area2D for hit detection\n4. **`scripts/objects/target.gd`** - Target hit reaction (red→green color change) and respawn system (2s delay)\n\n### Files Modified:\n1. **`project.godot`** - Added `shoot` input action (LMB) and layer 6 (targets)\n2. **`scripts/characters/player.gd`** - Added shooting logic towards mouse cursor\n3. **`scenes/levels/TestTier.tscn`** - Replaced static targets with new interactive Target scenes\n4. **`README.md`** - Added comprehensive documentation for shooting mechanics\n\n### Collision Setup:\n- **Bullets**: Layer 5 (projectiles), detects Layer 3 (obstacles) + Layer 6 (targets)\n- **Targets**: Layer 6 (targets), detects Layer 5 (projectiles)\n\n### Acceptance Criteria Met:\n- ✅ LMB shoots bullet from player towards cursor\n- ✅ Bullets destroy on collision with walls or targets\n- ✅ Targets react to hits (color change red→green)\n- ✅ No memory leaks (bullets auto-destroy after lifetime/collision)\n- ✅ Documentation updated in README\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-template/pull/14"
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"result": "The implementation is complete. Here's a summary of what was done:\n\n## Implementation Summary\n\nI've successfully implemented the shooting mechanics and target interaction system for issue #5. \n\n### Files Created:\n1. **`scenes/projectiles/Bullet.tscn`** - Bullet scene with Area2D, yellow sprite, and CircleShape2D collision\n2. **`scripts/projectiles/bullet.gd`** - Bullet movement (600px/s), lifetime management (3s), and collision handling\n3. **`scenes/objects/Target.tscn`** - Target scene with Area2D for hit detection\n4. **`scripts/objects/target.gd`** - Target hit reaction (red→green color change) and respawn system (2s delay)\n\n### Files Modified:\n1. **`project.godot`** - Added `shoot` input action (LMB) and layer 6 (targets)\n2. **`scripts/characters/player.gd`** - Added shooting logic towards mouse cursor\n3. **`scenes/levels/TestTier.tscn`** - Replaced static targets with new interactive Target scenes\n4. **`README.md`** - Added comprehensive documentation for shooting mechanics\n\n### Collision Setup:\n- **Bullets**: Layer 5 (projectiles), detects Layer 3 (obstacles) + Layer 6 (targets)\n- **Targets**: Layer 6 (targets), detects Layer 5 (projectiles)\n\n### Acceptance Criteria Met:\n- ✅ LMB shoots bullet from player towards cursor\n- ✅ Bullets destroy on collision with walls or targets\n- ✅ Targets react to hits (color change red→green)\n- ✅ No memory leaks (bullets auto-destroy after lifetime/collision)\n- ✅ Documentation updated in README\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-template/pull/14",
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[2026-01-11T18:48:57.339Z] [INFO] 💰 Anthropic official cost captured: $1.915004
[2026-01-11T18:48:57.788Z] [INFO]
✅ Claude command completed
[2026-01-11T18:48:57.788Z] [INFO] 📊 Total messages: 0, Tool uses: 0
[2026-01-11T18:48:57.897Z] [INFO]
💰 Token Usage Summary:
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📊 Claude Opus 4.5:
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[2026-01-11T18:48:57.899Z] [INFO] Provider: Anthropic
[2026-01-11T18:48:57.899Z] [INFO] Context window: 200 000 tokens
[2026-01-11T18:48:57.899Z] [INFO] Max output: 64 000 tokens
[2026-01-11T18:48:57.899Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T18:48:57.899Z] [INFO] Output modalities: text
[2026-01-11T18:48:57.899Z] [INFO] Knowledge cutoff: 2025-03-31
[2026-01-11T18:48:57.900Z] [INFO] Released: 2025-11-01
[2026-01-11T18:48:57.900Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T18:48:57.900Z] [INFO] Open weights: No
[2026-01-11T18:48:57.900Z] [INFO]
[2026-01-11T18:48:57.900Z] [INFO] Usage:
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[2026-01-11T18:48:57.901Z] [INFO]
[2026-01-11T18:48:57.901Z] [INFO] Cost Calculation (USD):
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[2026-01-11T18:48:57.901Z] [INFO] Output: 14 155 tokens × $25/M = $0.353875
[2026-01-11T18:48:57.901Z] [INFO] ─────────────────────────────────
[2026-01-11T18:48:57.901Z] [INFO] Total: $3.199869
[2026-01-11T18:48:57.902Z] [INFO]
📊 Token Budget Statistics:
[2026-01-11T18:48:57.902Z] [INFO] Context window:
[2026-01-11T18:48:57.902Z] [INFO] Used: 4 086 606 tokens
[2026-01-11T18:48:57.902Z] [INFO] Limit: 200 000 tokens
[2026-01-11T18:48:57.902Z] [INFO] Ratio: 20.4330 (2043.30%)
[2026-01-11T18:48:57.902Z] [INFO] Output tokens:
[2026-01-11T18:48:57.903Z] [INFO] Used: 14 155 tokens
[2026-01-11T18:48:57.903Z] [INFO] Limit: 64 000 tokens
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[2026-01-11T18:48:57.903Z] [INFO]
💰 Cost estimation:
[2026-01-11T18:48:57.903Z] [INFO] Public pricing estimate: $3.199869 USD
[2026-01-11T18:48:57.903Z] [INFO] Calculated by Anthropic: $1.915004 USD
[2026-01-11T18:48:57.903Z] [INFO] Difference: $-1.284865 (-40.15%)
[2026-01-11T18:48:57.904Z] [INFO] Total tokens: 160 980
[2026-01-11T18:48:57.904Z] [INFO]
💡 To continue this session in Claude Code interactive mode:
[2026-01-11T18:48:57.904Z] [INFO] (cd "/tmp/gh-issue-solver-1768156937180" && claude --resume 06ecd149-1947-4882-a751-6d6b58f5e249 --model opus)
[2026-01-11T18:48:57.904Z] [INFO]
🔍 Checking for uncommitted changes...
[2026-01-11T18:48:57.944Z] [INFO] ✅ No uncommitted changes found
[2026-01-11T18:48:57.986Z] [INFO] 🔄 Cleanup: Reverting CLAUDE.md commit
[2026-01-11T18:48:57.986Z] [INFO] Using saved commit hash: 149ffa0...
[2026-01-11T18:48:57.986Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T18:48:58.032Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T18:48:58.078Z] [INFO] 📦 Committed: CLAUDE.md revert
[2026-01-11T18:48:58.853Z] [INFO] 📤 Pushed: CLAUDE.md revert to GitHub
[2026-01-11T18:48:58.854Z] [INFO]
=== Session Summary ===
[2026-01-11T18:48:58.854Z] [INFO] ✅ Session ID: 06ecd149-1947-4882-a751-6d6b58f5e249
[2026-01-11T18:48:58.854Z] [INFO] ✅ Complete log file: /home/hive/06ecd149-1947-4882-a751-6d6b58f5e249.log
[2026-01-11T18:48:58.855Z] [INFO]
[2026-01-11T18:48:58.855Z] [INFO] 💡 To continue this session in Claude Code interactive mode:
[2026-01-11T18:48:58.855Z] [INFO]
[2026-01-11T18:48:58.855Z] [INFO] (cd "/tmp/gh-issue-solver-1768156937180" && claude --resume 06ecd149-1947-4882-a751-6d6b58f5e249 --model opus)
[2026-01-11T18:48:58.855Z] [INFO]
[2026-01-11T18:48:58.856Z] [INFO]
🔍 Searching for created pull requests or comments...
[2026-01-11T18:48:59.153Z] [INFO]
🔍 Checking for pull requests from branch issue-5-3b9b63c4dc32...
[2026-01-11T18:48:59.546Z] [INFO] ✅ Found pull request #14: "feat: Add shooting mechanics and target interaction"
[2026-01-11T18:48:59.934Z] [INFO] ✅ PR body already contains issue reference
[2026-01-11T18:48:59.935Z] [INFO] ✅ PR is already ready for review
[2026-01-11T18:48:59.935Z] [INFO]
📎 Uploading solution draft log to Pull Request...
[2026-01-11T18:48:59.997Z] [INFO] 💰 Calculated cost: $3.199869
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