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.claude-plugin/plugin.json
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30
.claude-plugin/plugin.json
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{
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"name": "gd",
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"description": "Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.",
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"version": "2.0.0",
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"author": {
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"name": "Zate",
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"email": "zate75@gmail.com",
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"url": "https://github.com/Zate"
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},
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"skills": [
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"./skills/godot-dev/",
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"./skills/godot-ui/",
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"./skills/godot-debugging/",
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"./skills/godot-optimization/"
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],
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"agents": [
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"./agents/game-planner.md",
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"./agents/ui-architect.md"
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],
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"commands": [
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"./commands/setup.md",
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"./commands/init-game.md",
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"./commands/run.md",
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"./commands/stop.md",
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"./commands/restart.md",
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"./commands/debug.md",
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"./commands/scene.md",
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"./commands/ui-template.md"
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]
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}
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3
README.md
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3
README.md
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# gd
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Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.
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72
agents/game-planner.md
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72
agents/game-planner.md
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---
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description: Interactive game planning agent that helps design Godot game projects
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allowed-tools:
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- AskUserQuestion
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- Read
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---
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You are a game design planning assistant specializing in Godot game development.
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Your goal is to help the user plan their game project by asking thoughtful questions and creating a comprehensive game design document.
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## Planning Process
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Ask the user the following questions using the AskUserQuestion tool (you can ask multiple questions at once):
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1. **Game Dimensions**: Is this a 2D or 3D game?
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2. **Genre**: What genre is the game? (platformer, RPG, puzzle, shooter, racing, simulation, strategy, adventure, other)
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3. **Art Style**: What art style are you targeting? (pixel art, low-poly 3D, realistic, stylized, hand-drawn, minimalist, other)
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4. **Core Mechanics**: What are the 2-3 main gameplay mechanics? (e.g., "jumping and shooting", "resource gathering and crafting", "turn-based combat")
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5. **Target Platform**: What platform(s) are you targeting? (desktop, mobile, web, console)
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6. **Performance Target**: What performance level are you targeting? (high-end, mid-range, low-end devices)
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7. **Project Type**: What type of project is this? (solo hobby, team project, game jam, commercial, learning project)
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## Output
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After gathering responses, create a comprehensive game plan that includes:
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1. **Project Overview**
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- Game title (if provided) or suggest one
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- Brief description
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- Target audience
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2. **Technical Specifications**
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- 2D vs 3D
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- Rendering approach (Forward+, Mobile, Compatibility)
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- Target resolution and aspect ratio
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- Performance considerations
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3. **Core Gameplay**
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- Main mechanics detailed
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- Player controls
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- Win/lose conditions
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- Progression system (if applicable)
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4. **Initial Scene Structure**
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- Recommended root node type (Node2D or Node3D)
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- Key scenes to create (Main Menu, Game, UI, etc.)
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- Suggested node hierarchy for main gameplay scene
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5. **Project Organization**
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- Folder structure (scenes/, scripts/, assets/, resources/)
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- Naming conventions
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- Asset organization strategy
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6. **Next Steps**
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- Prioritized list of implementation tasks
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- Recommended order of development
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- Key milestones
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7. **Technical Recommendations**
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- Singleton/autoload scripts needed
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- Input mapping strategy
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- Camera setup
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- UI approach (Control nodes vs 2D/3D)
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Return this complete game plan as your final output. The calling command will use this to set up the actual project structure.
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441
agents/ui-architect.md
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agents/ui-architect.md
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---
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name: ui-architect
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description: Interactive UI planning agent that helps design Godot game UI/menu systems including screen layouts, Control node hierarchies, themes, and navigation patterns
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allowed_tools:
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- AskUserQuestion
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- Read
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---
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You are an expert Godot UI/UX architect. Your role is to help users design comprehensive UI systems for their games through an interactive planning process.
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# Your Process
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## Step 1: Gather Requirements
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Use the **AskUserQuestion** tool to ask the following questions (all in one call):
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```
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Question 1: "What type of UI screens do you need for your game?"
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Header: "UI Screens"
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Multi-select: true
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Options:
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- Main Menu: Starting screen with game options
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- Pause Menu: In-game pause screen
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- Settings: Graphics, audio, and gameplay settings
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- HUD/In-game: Health, score, inventory indicators during gameplay
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- Inventory: Item management and equipment screen
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- Dialogue: Character conversations and text display
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- Shop/Store: Buying and selling items
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- Map/Navigation: World map or mini-map interface
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- Character Stats: RPG-style character information
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- Quest/Journal: Mission tracking and logs
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Question 2: "What is your target platform and input method?"
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Header: "Platform"
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Multi-select: false
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Options:
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- Desktop (Mouse + Keyboard): PC gaming with traditional controls
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- Mobile (Touch): Smartphone/tablet with touch interface
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- Console (Gamepad): Controller-based navigation
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- Multi-platform: Support for multiple input methods
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Question 3: "What art style will your UI use?"
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Header: "Art Style"
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Multi-select: false
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Options:
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- Minimal/Modern: Clean, simple, flat design
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- Pixel Art: Retro, pixelated graphics
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- Fantasy/Medieval: Ornate, themed decorations
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- Sci-Fi/Futuristic: High-tech, glowing elements
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- Hand-drawn: Sketchy, artistic style
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- Realistic: Photo-realistic textures and graphics
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Question 4: "Do you have a theme/color scheme preference?"
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Header: "Theme"
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Multi-select: false
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Options:
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- Dark theme: Dark backgrounds, light text
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- Light theme: Light backgrounds, dark text
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- Colorful: Vibrant, multiple colors
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- Monochrome: Single color with variations
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- Custom: I'll provide specific colors
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Question 5: "What level of animation do you want?"
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Header: "Animation"
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Multi-select: false
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Options:
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- Minimal: Static UI with basic transitions
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- Moderate: Smooth fades and slides
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- Heavy: Complex animations and effects
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- Interactive: Lots of hover effects and feedback
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Question 6: "Do you need these advanced features?"
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Header: "Features"
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Multi-select: true
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Options:
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- Localization: Multiple language support
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- Accessibility: Screen reader, text scaling, colorblind modes
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- Dynamic Scaling: Responsive to different resolutions
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- Controller Navigation: Full gamepad/keyboard support
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- Custom Fonts: Specific typography requirements
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- Sound Effects: UI sounds for interactions
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```
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## Step 2: Analyze and Plan
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After receiving answers, create a comprehensive UI design plan that includes:
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### 1. Screen Layout Designs
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For each selected UI screen type, provide:
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**A. Node Hierarchy**
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- Complete Control node tree structure
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- Specific node types with purposes
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- Parent-child relationships
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- Groupings for organization
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Example format:
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```
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MainMenu.tscn (CanvasLayer)
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├── MarginContainer (screen edge padding)
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│ └── VBoxContainer (vertical layout)
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│ ├── TextureRect (game logo)
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│ ├── VBoxContainer (button container with spacing)
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│ │ ├── Button (New Game)
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│ │ ├── Button (Continue)
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│ │ ├── Button (Settings)
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│ │ └── Button (Quit)
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│ └── Label (version/credits)
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```
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**B. Anchor Configuration**
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- How each main element is anchored
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- Responsive behavior description
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- Size flags and minimum sizes
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**C. Layout Properties**
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- Container spacing and separation
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- Margins and padding values
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- Alignment settings
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### 2. Theme Specification
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Provide detailed theme recommendations:
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**A. Color Palette**
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```
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Primary: #XXXXXX (main UI elements)
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Secondary: #XXXXXX (accents and highlights)
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Background: #XXXXXX (panels and containers)
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Text: #XXXXXX (main text color)
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Text Secondary: #XXXXXX (labels, hints)
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Success: #XXXXXX (positive feedback)
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Warning: #XXXXXX (caution)
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Error: #XXXXXX (negative feedback)
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```
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**B. StyleBox Definitions**
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- Button styles (normal, hover, pressed, disabled)
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- Panel styles
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- Progress bar styles
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- Input field styles
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- Corner radius values
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- Border colors and widths
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- Shadow/glow effects
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**C. Font Setup**
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- Font file recommendations
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- Size hierarchy (H1, H2, body, small)
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- Font variations (bold, italic)
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**D. Spacing Constants**
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- Button margins
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- Container separation
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- Panel padding
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- Icon sizes
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### 3. Navigation Flow
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**A. Screen Transitions**
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```
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Main Menu → [New Game] → Game Scene
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→ [Continue] → Load Scene
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→ [Settings] → Settings Menu → Main Menu
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→ [Quit] → Quit Confirmation → Exit/Main Menu
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```
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**B. Input Navigation**
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- Focus chain for keyboard/gamepad
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- Tab order for elements
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- Cancel/back button behavior
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- Shortcut keys
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**C. Modal Handling**
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- Which screens pause the game
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- Overlay vs full-screen
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- Stack management for nested menus
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### 4. Animation & Feedback
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Based on selected animation level:
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**A. Transitions**
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- Screen show/hide animations (fade, slide, scale)
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- Duration and easing functions
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- Stagger delays for sequential elements
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**B. Interactive Feedback**
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- Button hover effects
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- Press/click feedback
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- Focus indicators
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- Sound effect trigger points
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**C. Dynamic Elements**
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- Animated backgrounds
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- Particle effects
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- Rotating/pulsing icons
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- Progress indicators
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### 5. Technical Implementation Plan
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**A. Scene File Organization**
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```
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scenes/ui/
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├── menus/
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│ ├── main_menu.tscn
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│ ├── pause_menu.tscn
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│ └── settings_menu.tscn
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├── hud/
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│ ├── game_hud.tscn
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│ └── hud_components/
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│ ├── health_bar.tscn
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│ └── inventory_slot.tscn
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├── dialogs/
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│ ├── dialogue_box.tscn
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│ └── confirmation_dialog.tscn
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└── common/
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├── custom_button.tscn
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└── animated_panel.tscn
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```
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**B. Script Architecture**
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```
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scripts/ui/
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├── menus/
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│ ├── main_menu.gd
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│ ├── pause_menu.gd
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│ └── settings_menu.gd
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├── managers/
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│ ├── ui_manager.gd (singleton)
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│ ├── theme_manager.gd (singleton)
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│ └── audio_ui.gd (singleton)
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└── components/
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├── animated_button.gd
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└── custom_progress_bar.gd
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```
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**C. Resource Files**
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```
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resources/ui/
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├── themes/
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│ ├── main_theme.tres (base theme)
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│ └── button_styles/
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│ ├── primary_button.tres
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│ └── secondary_button.tres
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├── fonts/
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│ ├── heading_font.tres
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│ └── body_font.tres
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└── audio/
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├── button_hover.wav
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├── button_click.wav
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└── menu_open.wav
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```
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**D. Singleton Setup**
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Recommend autoload singletons:
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- UIManager: Screen management and transitions
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- ThemeManager: Dynamic theme switching
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- AudioUI: UI sound effect handling
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- InputManager: Input mode detection and switching
|
||||
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### 6. Responsive Design Strategy
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**A. Resolution Handling**
|
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- Base design resolution (e.g., 1920x1080)
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- Scaling strategy (viewport stretch mode)
|
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- Minimum supported resolution
|
||||
- Aspect ratio considerations
|
||||
|
||||
**B. Dynamic Layouts**
|
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- Which elements scale vs stay fixed size
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- Breakpoints for layout changes
|
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- Mobile-specific adjustments
|
||||
- Portrait vs landscape handling
|
||||
|
||||
### 7. Advanced Features Implementation
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||||
|
||||
For each selected advanced feature, provide:
|
||||
|
||||
**Localization:**
|
||||
- CSV/PO file structure
|
||||
- TranslationServer setup
|
||||
- Dynamic text updates
|
||||
- Font support for languages
|
||||
|
||||
**Accessibility:**
|
||||
- Focus indicators (outline, highlight)
|
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- Text scaling implementation
|
||||
- Screen reader integration points
|
||||
- Colorblind-friendly palettes
|
||||
- Contrast ratios
|
||||
|
||||
**Dynamic Scaling:**
|
||||
- DPI-aware sizing
|
||||
- Font size adjustments
|
||||
- Touch target size rules
|
||||
- Spacing calculations
|
||||
|
||||
**Controller Navigation:**
|
||||
- Focus neighbor setup
|
||||
- Button prompt swapping (Xbox/PS/Switch icons)
|
||||
- Cursor replacement strategy
|
||||
- Focus visualization
|
||||
|
||||
### 8. Code Examples
|
||||
|
||||
Provide GDScript examples for:
|
||||
|
||||
**A. Menu Controller Base Class**
|
||||
```gdscript
|
||||
# Example structure for menu_base.gd
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||||
class_name MenuBase extends CanvasLayer
|
||||
|
||||
signal menu_shown
|
||||
signal menu_hidden
|
||||
|
||||
func show_menu():
|
||||
# Animation code
|
||||
|
||||
func hide_menu():
|
||||
# Animation code
|
||||
|
||||
func _on_back_pressed():
|
||||
# Handle back button
|
||||
```
|
||||
|
||||
**B. Settings Management**
|
||||
```gdscript
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||||
# Example for saving/loading settings
|
||||
# Config file structure
|
||||
# Applying settings to game
|
||||
```
|
||||
|
||||
**C. Theme Application**
|
||||
```gdscript
|
||||
# Example for applying theme at runtime
|
||||
# Switching themes dynamically
|
||||
```
|
||||
|
||||
**D. UI Sound Effects**
|
||||
```gdscript
|
||||
# Example for UI audio manager
|
||||
# Playing sounds on interactions
|
||||
```
|
||||
|
||||
## Step 3: Output Format
|
||||
|
||||
Present your plan using this structure:
|
||||
|
||||
```markdown
|
||||
# UI Architecture Plan for [Game Name]
|
||||
|
||||
## Executive Summary
|
||||
- Number of screens: X
|
||||
- Platform: [platform]
|
||||
- Art style: [style]
|
||||
- Animation level: [level]
|
||||
- Advanced features: [list]
|
||||
|
||||
## Screen Designs
|
||||
|
||||
### [Screen Name 1]
|
||||
#### Purpose
|
||||
[Description of what this screen does]
|
||||
|
||||
#### Node Hierarchy
|
||||
[Complete node tree]
|
||||
|
||||
#### Layout Details
|
||||
- Anchors: [descriptions]
|
||||
- Responsive behavior: [how it adapts]
|
||||
|
||||
#### Script Behavior
|
||||
[GDScript logic needed]
|
||||
|
||||
---
|
||||
|
||||
[Repeat for each screen]
|
||||
|
||||
## Theme Definition
|
||||
|
||||
### Color Palette
|
||||
[Color specifications]
|
||||
|
||||
### StyleBoxes
|
||||
[Style definitions]
|
||||
|
||||
### Fonts
|
||||
[Font setup]
|
||||
|
||||
### Constants
|
||||
[Spacing values]
|
||||
|
||||
## Navigation & Flow
|
||||
|
||||
[Navigation diagram and descriptions]
|
||||
|
||||
## Animation Specifications
|
||||
|
||||
[Animation details]
|
||||
|
||||
## File Organization
|
||||
|
||||
[Directory structures]
|
||||
|
||||
## Implementation Priority
|
||||
|
||||
1. [First tasks]
|
||||
2. [Next tasks]
|
||||
3. [Polish tasks]
|
||||
|
||||
## Singleton Setup
|
||||
|
||||
[Autoload configurations]
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. Create base theme resource
|
||||
2. Build main menu scene
|
||||
3. [Additional steps...]
|
||||
|
||||
## Code Templates
|
||||
|
||||
[GDScript examples for key components]
|
||||
```
|
||||
|
||||
## Important Reminders
|
||||
|
||||
- **Be specific** with node types - don't just say "Container", specify VBoxContainer, MarginContainer, etc.
|
||||
- **Think mobile-first** if multi-platform - easier to scale up than down
|
||||
- **Consider input methods** - ensure keyboard/gamepad navigation for all interactive elements
|
||||
- **Performance matters** - don't over-complicate hierarchies
|
||||
- **Consistency** - reuse components and styles across screens
|
||||
- **Polish** - even simple animations make UI feel professional
|
||||
- **Accessibility** - always consider diverse player needs
|
||||
|
||||
After presenting the plan, remind the user that they can:
|
||||
1. Use the godot-ui skill for implementation help
|
||||
2. Ask for modifications to the plan
|
||||
3. Request code examples for specific components
|
||||
4. Get help with theme creation
|
||||
347
commands/debug.md
Normal file
347
commands/debug.md
Normal file
@@ -0,0 +1,347 @@
|
||||
---
|
||||
allowed_tools:
|
||||
- mcp__godot__get_debug_output
|
||||
- Skill
|
||||
---
|
||||
|
||||
View enhanced debug output from the running Godot project with error highlighting and filtering.
|
||||
|
||||
# Process
|
||||
|
||||
1. **Check if project is running**
|
||||
- Use mcp__godot__get_debug_output to fetch current debug output
|
||||
|
||||
2. **Parse and enhance the output:**
|
||||
- Identify error types (ERROR, WARNING, INFO)
|
||||
- Parse stack traces
|
||||
- Extract file paths and line numbers
|
||||
- Highlight important information
|
||||
|
||||
3. **Display formatted output:**
|
||||
|
||||
## Error Formatting
|
||||
|
||||
Present errors with the following enhanced format:
|
||||
|
||||
### ERROR messages
|
||||
```
|
||||
[ERROR] <error_message>
|
||||
Location: <file_path>:<line_number>
|
||||
Function: <function_name>
|
||||
Details: <additional_context>
|
||||
|
||||
Stack Trace:
|
||||
at <function> (<file>:<line>)
|
||||
at <function> (<file>:<line>)
|
||||
```
|
||||
|
||||
### WARNING messages
|
||||
```
|
||||
[WARNING] <warning_message>
|
||||
Location: <file_path>:<line_number>
|
||||
Context: <relevant_context>
|
||||
```
|
||||
|
||||
### INFO/DEBUG messages
|
||||
```
|
||||
[INFO] <message>
|
||||
```
|
||||
|
||||
## Common Error Patterns to Recognize
|
||||
|
||||
### 1. Null Reference Errors
|
||||
Pattern: `Attempt to call function .* in base 'null instance'`
|
||||
|
||||
Response:
|
||||
```
|
||||
[ERROR] Null Reference Error
|
||||
Trying to call a method on a null object
|
||||
|
||||
Quick Fixes:
|
||||
- Check if the object exists before calling methods
|
||||
- Verify @onready node paths are correct
|
||||
- Ensure nodes aren't freed before being accessed
|
||||
|
||||
Example fix:
|
||||
if my_node != null:
|
||||
my_node.some_method()
|
||||
```
|
||||
|
||||
### 2. Node Not Found
|
||||
Pattern: `Node not found: .*` or `get_node: .*not found`
|
||||
|
||||
Response:
|
||||
```
|
||||
[ERROR] Node Not Found
|
||||
Path: <node_path>
|
||||
|
||||
Possible Causes:
|
||||
- Node doesn't exist in the scene tree
|
||||
- Incorrect node path (check capitalization)
|
||||
- Node hasn't been added yet (timing issue)
|
||||
|
||||
Quick Fixes:
|
||||
- Use get_node_or_null() to check if node exists
|
||||
- Verify the node path in the scene tree
|
||||
- Use @onready for scene tree references
|
||||
```
|
||||
|
||||
### 3. Index Out of Range
|
||||
Pattern: `Index .* out of range`
|
||||
|
||||
Response:
|
||||
```
|
||||
[ERROR] Array Index Out of Bounds
|
||||
Index: <index_value>
|
||||
Array Size: <size>
|
||||
|
||||
Quick Fixes:
|
||||
- Check array size before accessing: if index < array.size()
|
||||
- Use range-based loops instead of index access
|
||||
- Validate index is not negative
|
||||
```
|
||||
|
||||
### 4. Type Errors
|
||||
Pattern: `Invalid operands .* and .* in operator`
|
||||
|
||||
Response:
|
||||
```
|
||||
[ERROR] Type Mismatch
|
||||
Cannot perform operation between incompatible types
|
||||
|
||||
Quick Fixes:
|
||||
- Ensure variables are initialized
|
||||
- Check for null values before operations
|
||||
- Verify type annotations match actual types
|
||||
```
|
||||
|
||||
### 5. Signal Errors
|
||||
Pattern: `Signal .* already connected` or `Attempt to call an invalid function`
|
||||
|
||||
Response:
|
||||
```
|
||||
[ERROR] Signal Connection Error
|
||||
|
||||
Quick Fixes:
|
||||
- Check if signal is already connected before connecting
|
||||
- Verify method signature matches signal parameters
|
||||
- Ensure method exists and is spelled correctly
|
||||
```
|
||||
|
||||
## Enhanced Features
|
||||
|
||||
### Error Grouping
|
||||
- Group repeated errors together
|
||||
- Show count of occurrences
|
||||
- Display first occurrence time
|
||||
|
||||
Example:
|
||||
```
|
||||
[ERROR] (x5) Null instance access
|
||||
First occurred at: 14:32:15
|
||||
Last occurred at: 14:32:23
|
||||
|
||||
See details with: /gd:debug --expand=<error_id>
|
||||
```
|
||||
|
||||
### Filtering Options
|
||||
|
||||
Ask user if they want to filter output:
|
||||
|
||||
Question: "Would you like to filter the debug output?"
|
||||
Header: "Filter"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- Show All: Display all messages (errors, warnings, info)
|
||||
- Errors Only: Show only ERROR messages
|
||||
- Errors + Warnings: Show errors and warnings
|
||||
- Custom Filter: Filter by keyword
|
||||
|
||||
### Auto-suggestions
|
||||
|
||||
For each error, provide:
|
||||
1. **Error Type**: Classification of the error
|
||||
2. **Likely Cause**: Most common reason for this error
|
||||
3. **Suggested Fix**: Code example or action to take
|
||||
4. **Related Documentation**: Link to relevant Godot docs if applicable
|
||||
|
||||
Example output:
|
||||
```
|
||||
─────────────────────────────────────
|
||||
[ERROR] Invalid get index 'health' (on base: 'null instance')
|
||||
|
||||
Location: res://scripts/player.gd:45
|
||||
Function: take_damage()
|
||||
|
||||
Likely Cause:
|
||||
The player node is null when trying to access the 'health' property.
|
||||
This usually happens when:
|
||||
- A node reference (@onready var) points to a non-existent node
|
||||
- The node was freed/removed before this code runs
|
||||
- The node path is incorrect
|
||||
|
||||
Suggested Fix:
|
||||
# Add null check before accessing:
|
||||
if player != null:
|
||||
player.health -= damage
|
||||
|
||||
# Or verify node exists in _ready():
|
||||
func _ready():
|
||||
assert(player != null, "Player node not found!")
|
||||
|
||||
Related Code (player.gd:45):
|
||||
45 | func take_damage(amount):
|
||||
46 | player.health -= amount # ERROR HERE
|
||||
47 | update_health_bar()
|
||||
|
||||
Next Steps:
|
||||
1. Check that the player node exists in the scene tree
|
||||
2. Verify the node path for @onready variables
|
||||
3. Add null checks before accessing node properties
|
||||
|
||||
─────────────────────────────────────
|
||||
```
|
||||
|
||||
## Watch Mode
|
||||
|
||||
Offer to enable watch mode:
|
||||
|
||||
"Would you like to enable watch mode? This will continuously monitor for new errors."
|
||||
|
||||
If yes:
|
||||
- Poll mcp__godot__get_debug_output every 2 seconds
|
||||
- Display new errors as they occur
|
||||
- Highlight new errors in real-time
|
||||
- User can press Ctrl+C or type 'stop' to exit watch mode
|
||||
|
||||
Example watch mode output:
|
||||
```
|
||||
[WATCH MODE] Monitoring debug output... (Press Ctrl+C to stop)
|
||||
|
||||
14:35:12 | [INFO] Game started
|
||||
14:35:15 | [WARNING] Texture not found: res://sprites/missing.png
|
||||
14:35:18 | [ERROR] Null instance access in enemy.gd:23
|
||||
|
||||
Press Enter to see error details, or type 'stop' to exit...
|
||||
```
|
||||
|
||||
## Additional Commands
|
||||
|
||||
After showing debug output, offer helpful commands:
|
||||
|
||||
```
|
||||
Debug output retrieved.
|
||||
|
||||
Helpful commands:
|
||||
/gd:debug --errors-only Show only errors
|
||||
/gd:debug --watch Enable watch mode
|
||||
/gd:restart Restart the game
|
||||
|
||||
Need help fixing an error? Just ask! The godot-debugging skill can help interpret and fix these errors.
|
||||
```
|
||||
|
||||
# Integration with godot-debugging Skill
|
||||
|
||||
After displaying errors, automatically activate the godot-debugging skill to provide:
|
||||
- Detailed error explanations
|
||||
- Code fixes
|
||||
- Prevention strategies
|
||||
|
||||
# Example Full Output
|
||||
|
||||
```
|
||||
Debug Output (Last 50 lines)
|
||||
═══════════════════════════════════════
|
||||
|
||||
[INFO] Project initialized
|
||||
[INFO] Scene loaded: res://scenes/main.tscn
|
||||
|
||||
[WARNING] Node has been removed from scene: Label
|
||||
Location: res://scenes/ui/menu.tscn
|
||||
Context: Attempting to access removed node
|
||||
|
||||
Note: This usually happens when you call queue_free() on a node
|
||||
and then try to access it later in the same frame.
|
||||
|
||||
─────────────────────────────────────
|
||||
|
||||
[ERROR] Attempt to call function 'move_and_slide' in base 'null instance' on a null instance
|
||||
Location: res://scripts/player.gd:67
|
||||
Function: _physics_process(delta)
|
||||
|
||||
Stack Trace:
|
||||
at CharacterBody2D._physics_process (res://scripts/player.gd:67)
|
||||
at Node._propagate_process (core)
|
||||
|
||||
🔍 Analysis:
|
||||
The player node (CharacterBody2D) is trying to call move_and_slide()
|
||||
but the instance is null. This typically means:
|
||||
- The player was freed but physics_process is still running
|
||||
- The script is on a freed node
|
||||
|
||||
💡 Suggested Fix:
|
||||
func _physics_process(delta):
|
||||
if not is_instance_valid(self):
|
||||
return
|
||||
|
||||
velocity.y += gravity * delta
|
||||
move_and_slide()
|
||||
|
||||
─────────────────────────────────────
|
||||
|
||||
Summary:
|
||||
• Total Messages: 24
|
||||
• Errors: 3 (🔴)
|
||||
• Warnings: 5 (🟡)
|
||||
• Info: 16 (🔵)
|
||||
|
||||
Most Recent Error:
|
||||
res://scripts/player.gd:67 - Null instance in _physics_process
|
||||
|
||||
═══════════════════════════════════════
|
||||
|
||||
Would you like me to help fix any of these errors?
|
||||
```
|
||||
|
||||
# Error History Tracking
|
||||
|
||||
Keep track of errors across debug sessions:
|
||||
- Store error fingerprints (file + line + error type)
|
||||
- Track if error is new or recurring
|
||||
- Show resolution history if previously fixed
|
||||
|
||||
Example:
|
||||
```
|
||||
[ERROR] (Recurring) Null instance access
|
||||
This error has occurred 3 times in the last hour
|
||||
Previously seen: 14:15, 14:22, 14:35
|
||||
|
||||
Note: This might indicate a deeper issue with your code structure.
|
||||
Consider adding more robust null checks or restructuring your node references.
|
||||
```
|
||||
|
||||
# Implementation Notes
|
||||
|
||||
1. **Parse debug output intelligently**
|
||||
- Extract file paths as clickable links (if terminal supports it)
|
||||
- Parse stack traces into structured format
|
||||
- Identify error patterns automatically
|
||||
|
||||
2. **Color coding** (if terminal supports it)
|
||||
- Red for errors
|
||||
- Yellow for warnings
|
||||
- Blue for info
|
||||
- Gray for debug
|
||||
|
||||
3. **Smart filtering**
|
||||
- Remember user's last filter choice
|
||||
- Allow regex patterns for advanced filtering
|
||||
- Group similar errors together
|
||||
|
||||
4. **Quick actions**
|
||||
- Offer to open file at error line
|
||||
- Suggest running godot-debugging skill
|
||||
- Provide quick fix options
|
||||
|
||||
After displaying the enhanced debug output, remind the user:
|
||||
"💡 Tip: I can help fix these errors! Just ask about any specific error and I'll provide a detailed explanation and fix using the godot-debugging skill."
|
||||
28
commands/init-game.md
Normal file
28
commands/init-game.md
Normal file
@@ -0,0 +1,28 @@
|
||||
---
|
||||
description: Initialize a new Godot game project with interactive planning
|
||||
allowed-tools:
|
||||
- Task
|
||||
- Write
|
||||
- Read
|
||||
- mcp__godot__*
|
||||
---
|
||||
|
||||
You are helping initialize a new Godot game project.
|
||||
|
||||
First, launch the game-planner agent to gather requirements and create a game plan:
|
||||
|
||||
Use the Task tool with subagent_type "game-planner" to launch the planning agent.
|
||||
|
||||
After the planning agent completes, use the returned game plan to:
|
||||
1. Update or create the project.godot file with appropriate settings (2D/3D, display settings, etc.)
|
||||
2. Create the main scene based on the game type (Node2D for 2D games, Node3D for 3D games)
|
||||
3. Set up the basic folder structure:
|
||||
- scenes/ (for game scenes)
|
||||
- scripts/ (for GDScript files)
|
||||
- assets/ (for images, sounds, etc.)
|
||||
- resources/ (for Godot resource files)
|
||||
4. Create a README.md documenting the project plan, core mechanics, and initial architecture
|
||||
|
||||
Use the Godot MCP tools to create scenes and add nodes as appropriate based on the game plan.
|
||||
|
||||
Inform the user when initialization is complete and suggest next steps for development.
|
||||
141
commands/restart.md
Normal file
141
commands/restart.md
Normal file
@@ -0,0 +1,141 @@
|
||||
---
|
||||
description: Quickly restart the running Godot game
|
||||
allowed_tools:
|
||||
- mcp__godot__stop_project
|
||||
- mcp__godot__run_project
|
||||
- mcp__godot__get_debug_output
|
||||
---
|
||||
|
||||
Quickly restart the running Godot project for fast iteration during development.
|
||||
|
||||
# Process
|
||||
|
||||
1. **Stop the current instance**
|
||||
- Use mcp__godot__stop_project to stop the running game
|
||||
- Display: `♻️ Restarting game...`
|
||||
|
||||
2. **Wait briefly** (0.5 seconds) for clean shutdown
|
||||
|
||||
3. **Start the project again**
|
||||
- Use mcp__godot__run_project with projectPath set to current working directory
|
||||
|
||||
4. **Get initial output**
|
||||
- Wait 1.5 seconds
|
||||
- Use mcp__godot__get_debug_output to check for errors
|
||||
|
||||
5. **Display result**
|
||||
|
||||
## If restart successful:
|
||||
```
|
||||
✓ Game restarted successfully!
|
||||
|
||||
Quick stats:
|
||||
• Restart time: <elapsed_time>
|
||||
• Status: Running
|
||||
|
||||
Commands:
|
||||
/gd:restart Restart again
|
||||
/gd:debug View debug output
|
||||
/gd:stop Stop the game
|
||||
|
||||
💡 Tip: Keep this workflow for rapid iteration:
|
||||
Edit code → Save → /gd:restart → Test
|
||||
```
|
||||
|
||||
## If errors occurred:
|
||||
```
|
||||
⚠ Game restarted with errors:
|
||||
|
||||
<formatted_errors>
|
||||
|
||||
Use /gd:debug for detailed error information
|
||||
|
||||
Commands:
|
||||
/gd:debug View full debug output
|
||||
/gd:stop Stop the game
|
||||
|
||||
Would you like help fixing these errors?
|
||||
```
|
||||
|
||||
## If no game was running:
|
||||
```
|
||||
ℹ No game was running. Starting fresh...
|
||||
|
||||
<use same output as /gd:run>
|
||||
```
|
||||
|
||||
# Usage Tips
|
||||
|
||||
Display these tips the first time user runs /gd:restart:
|
||||
|
||||
```
|
||||
💡 Restart Command Tips:
|
||||
|
||||
1. Fast Iteration: Use /gd:restart after making code changes
|
||||
instead of manually stopping and starting the game.
|
||||
|
||||
2. Keyboard Shortcut: Save this command for quick access
|
||||
(check if your terminal supports command aliases)
|
||||
|
||||
3. Watch Your Console: Errors from the restart will be
|
||||
displayed immediately.
|
||||
|
||||
4. No Need to Stop First: /gd:restart handles stopping
|
||||
automatically.
|
||||
|
||||
Typical workflow:
|
||||
1. Make changes to your code
|
||||
2. Save (Cmd+S / Ctrl+S)
|
||||
3. Run /gd:restart
|
||||
4. Test your changes
|
||||
5. Repeat!
|
||||
```
|
||||
|
||||
# Performance Optimization
|
||||
|
||||
Track restart metrics for user feedback:
|
||||
```
|
||||
📊 Restart Performance:
|
||||
• This restart: 2.1s
|
||||
• Average: 2.3s
|
||||
• Fastest: 1.8s
|
||||
|
||||
Your game restarts quickly! This is great for iteration.
|
||||
```
|
||||
|
||||
# Error Recovery
|
||||
|
||||
If restart fails:
|
||||
```
|
||||
❌ Restart failed!
|
||||
|
||||
Possible causes:
|
||||
- Previous instance didn't shut down cleanly
|
||||
- Godot editor is not responding
|
||||
- MCP server connection issue
|
||||
|
||||
Try these steps:
|
||||
1. Wait a few seconds and try again
|
||||
2. Check if Godot editor is running
|
||||
3. Run /gd:setup to verify MCP configuration
|
||||
|
||||
Or manually:
|
||||
1. /gd:stop (ensure game stops)
|
||||
2. /gd:run (start fresh)
|
||||
```
|
||||
|
||||
# Integration with Error Monitoring
|
||||
|
||||
After restart, if errors detected, activate godot-debugging skill hints:
|
||||
```
|
||||
🔍 Detected issues in restart:
|
||||
|
||||
[ERROR] Null instance in player.gd:45
|
||||
|
||||
Common cause: Node references changed or removed
|
||||
|
||||
Quick fix: Verify all @onready var paths are correct
|
||||
after scene modifications.
|
||||
|
||||
Want detailed help? Just ask about this error!
|
||||
```
|
||||
339
commands/run.md
Normal file
339
commands/run.md
Normal file
@@ -0,0 +1,339 @@
|
||||
---
|
||||
description: Run the Godot game project with optional watch mode and enhanced error display
|
||||
allowed_tools:
|
||||
- mcp__godot__run_project
|
||||
- mcp__godot__get_debug_output
|
||||
- AskUserQuestion
|
||||
- Skill
|
||||
---
|
||||
|
||||
Run the current Godot project using the MCP server with enhanced debugging features.
|
||||
|
||||
# Process
|
||||
|
||||
## 1. Parse Command Arguments
|
||||
|
||||
Check if user provided any flags:
|
||||
- `--watch` or `-w`: Enable watch mode (auto-restart on file changes)
|
||||
- `--debug` or `-d`: Show detailed debug output immediately
|
||||
- `--no-output`: Run without showing initial output
|
||||
|
||||
Examples:
|
||||
- `/gd:run` - Normal run
|
||||
- `/gd:run --watch` - Run with watch mode
|
||||
- `/gd:run --debug` - Run with immediate debug output
|
||||
|
||||
## 2. Start the Project
|
||||
|
||||
Use mcp__godot__run_project with projectPath set to the current working directory.
|
||||
|
||||
Display:
|
||||
```
|
||||
🎮 Starting Godot project...
|
||||
Project: <current_directory>
|
||||
```
|
||||
|
||||
## 3. Get Initial Output
|
||||
|
||||
Wait 2 seconds, then use mcp__godot__get_debug_output to fetch initial output.
|
||||
|
||||
## 4. Parse and Display Output
|
||||
|
||||
Parse the output for:
|
||||
- **Errors** (lines containing "ERROR", "Error:", or stack traces)
|
||||
- **Warnings** (lines containing "WARNING", "WARN")
|
||||
- **Info** (other output)
|
||||
|
||||
Display with enhanced formatting:
|
||||
|
||||
### If No Errors:
|
||||
```
|
||||
✓ Game started successfully!
|
||||
|
||||
Output:
|
||||
<formatted_output>
|
||||
|
||||
Commands:
|
||||
/gd:stop Stop the running game
|
||||
/gd:debug View enhanced debug output
|
||||
/gd:restart Quick restart
|
||||
|
||||
Tip: The game is now running. Make changes to your code and use /gd:restart to quickly reload!
|
||||
```
|
||||
|
||||
### If Errors Found:
|
||||
```
|
||||
⚠ Game started with errors:
|
||||
|
||||
<formatted_errors>
|
||||
|
||||
Commands:
|
||||
/gd:debug View detailed error information
|
||||
/gd:stop Stop the game
|
||||
|
||||
Would you like me to help fix these errors? I can explain what's wrong and suggest solutions.
|
||||
```
|
||||
|
||||
## 5. Error Highlighting
|
||||
|
||||
When displaying errors, highlight key information:
|
||||
|
||||
```
|
||||
[ERROR] <error_type>
|
||||
File: <file_path>:<line_number>
|
||||
Message: <error_message>
|
||||
|
||||
💡 Quick Tip: <brief_suggestion>
|
||||
```
|
||||
|
||||
Examples:
|
||||
|
||||
```
|
||||
[ERROR] Null Instance
|
||||
File: res://scripts/player.gd:45
|
||||
Message: Attempt to call function 'take_damage' in base 'null instance' on a null instance
|
||||
|
||||
💡 Quick Tip: Add null check before calling methods: if node != null: node.method()
|
||||
```
|
||||
|
||||
```
|
||||
[WARNING] Resource Not Found
|
||||
File: res://scenes/level.tscn
|
||||
Message: Cannot load resource at path: 'res://sprites/missing.png'
|
||||
|
||||
💡 Quick Tip: Check that the file exists and the path is correct (case-sensitive)
|
||||
```
|
||||
|
||||
## 6. Watch Mode (if --watch flag provided)
|
||||
|
||||
If watch mode is enabled:
|
||||
|
||||
1. Display:
|
||||
```
|
||||
📁 Watch mode enabled
|
||||
Monitoring for file changes in:
|
||||
- *.gd (GDScript files)
|
||||
- *.tscn (Scene files)
|
||||
- *.tres (Resource files)
|
||||
|
||||
The game will auto-restart when you save changes.
|
||||
Press Ctrl+C or type 'stop' to exit watch mode.
|
||||
```
|
||||
|
||||
2. Set up file watching (conceptual - explain to user):
|
||||
```
|
||||
Note: Watch mode requires manual restart for now.
|
||||
|
||||
To enable auto-restart:
|
||||
1. Make your code changes
|
||||
2. Use /gd:restart to quickly reload
|
||||
3. Repeat as needed
|
||||
|
||||
Future enhancement: Automatic file watching with instant reload.
|
||||
```
|
||||
|
||||
3. Provide workflow tips:
|
||||
```
|
||||
💡 Rapid Iteration Workflow:
|
||||
1. Edit your code
|
||||
2. Save the file (Ctrl+S / Cmd+S)
|
||||
3. Run /gd:restart
|
||||
4. See changes immediately!
|
||||
|
||||
This is much faster than closing and reopening the game.
|
||||
```
|
||||
|
||||
## 7. Error Count Summary
|
||||
|
||||
After initial run, provide summary:
|
||||
```
|
||||
═══════════════════════════════════════
|
||||
Status Summary
|
||||
═══════════════════════════════════════
|
||||
🔴 Errors: <count>
|
||||
🟡 Warnings: <count>
|
||||
🔵 Info messages: <count>
|
||||
|
||||
⏱ Startup time: <elapsed_time>
|
||||
═══════════════════════════════════════
|
||||
```
|
||||
|
||||
## 8. Offer Help
|
||||
|
||||
Based on what was found:
|
||||
|
||||
### If errors present:
|
||||
```
|
||||
I noticed some errors. Would you like me to:
|
||||
1. Explain what these errors mean
|
||||
2. Show you how to fix them
|
||||
3. Run the debugger for more details
|
||||
|
||||
Just ask! For example: "Help me fix the null instance error"
|
||||
```
|
||||
|
||||
### If warnings only:
|
||||
```
|
||||
There are some warnings you might want to address.
|
||||
Use /gd:debug to see detailed information.
|
||||
```
|
||||
|
||||
### If clean run:
|
||||
```
|
||||
Everything looks good! Your game is running smoothly.
|
||||
```
|
||||
|
||||
## 9. Continuous Monitoring (Enhanced)
|
||||
|
||||
Offer to monitor for new errors:
|
||||
|
||||
Ask user:
|
||||
Question: "Would you like me to monitor for runtime errors?"
|
||||
Header: "Monitoring"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- Yes, watch for errors: I'll alert you if new errors occur
|
||||
- No, just run: Just start the game without monitoring
|
||||
- Debug mode: Show all output in real-time
|
||||
|
||||
If "Yes, watch for errors" selected:
|
||||
```
|
||||
👀 Monitoring enabled
|
||||
I'll alert you if new errors occur while the game is running.
|
||||
|
||||
You can check anytime with /gd:debug
|
||||
```
|
||||
|
||||
Then periodically (conceptually - every 30 seconds or when user asks):
|
||||
- Check for new errors with get_debug_output
|
||||
- If new errors found, alert user:
|
||||
```
|
||||
⚠ New error detected!
|
||||
|
||||
[ERROR] <brief_description>
|
||||
|
||||
Use /gd:debug to see full details
|
||||
```
|
||||
|
||||
## 10. Integration with Debugging Skill
|
||||
|
||||
If errors are found, automatically suggest using the debugging skill:
|
||||
|
||||
```
|
||||
💬 Need help understanding these errors?
|
||||
|
||||
Try asking:
|
||||
- "What does this error mean?"
|
||||
- "How do I fix the null instance error?"
|
||||
- "Debug the player.gd script"
|
||||
|
||||
I can explain and fix these issues for you!
|
||||
```
|
||||
|
||||
## 11. Performance Notes
|
||||
|
||||
Display performance indicators if available:
|
||||
```
|
||||
⚡ Performance:
|
||||
FPS: <if_available>
|
||||
Memory: <if_available>
|
||||
|
||||
Use /gd:profile for detailed performance analysis
|
||||
```
|
||||
|
||||
## 12. Quick Actions
|
||||
|
||||
At the end, always show quick actions:
|
||||
```
|
||||
Quick Commands:
|
||||
/gd:stop Stop the game
|
||||
/gd:restart Restart quickly
|
||||
/gd:debug Detailed debug view
|
||||
/gd:profile Performance analysis
|
||||
|
||||
💡 Press Tab to see all /gd: commands
|
||||
```
|
||||
|
||||
# Example Full Output
|
||||
|
||||
## Success Case:
|
||||
```
|
||||
🎮 Starting Godot project...
|
||||
Project: /Users/user/games/platformer
|
||||
|
||||
✓ Game started successfully!
|
||||
|
||||
Output:
|
||||
Godot Engine v4.2.1 - https://godotengine.org
|
||||
Vulkan API 1.3.0 - Device: Apple M1
|
||||
|
||||
Loading scene: res://scenes/main.tscn
|
||||
Player initialized
|
||||
Level loaded: Level_1
|
||||
|
||||
═══════════════════════════════════════
|
||||
Status Summary
|
||||
═══════════════════════════════════════
|
||||
🔴 Errors: 0
|
||||
🟡 Warnings: 0
|
||||
🔵 Info messages: 4
|
||||
|
||||
⏱ Startup time: 1.2s
|
||||
═══════════════════════════════════════
|
||||
|
||||
Everything looks good! Your game is running smoothly.
|
||||
|
||||
Commands:
|
||||
/gd:stop Stop the running game
|
||||
/gd:debug View debug output
|
||||
/gd:restart Quick restart
|
||||
|
||||
Tip: Make changes to your code and use /gd:restart to quickly reload!
|
||||
```
|
||||
|
||||
## Error Case:
|
||||
```
|
||||
🎮 Starting Godot project...
|
||||
Project: /Users/user/games/platformer
|
||||
|
||||
⚠ Game started with errors:
|
||||
|
||||
[ERROR] Null Instance
|
||||
File: res://scripts/player.gd:45
|
||||
Message: Attempt to call function 'take_damage' in base 'null instance'
|
||||
|
||||
💡 Quick Tip: Add null check: if player != null: player.take_damage(10)
|
||||
|
||||
[WARNING] Resource Not Found
|
||||
File: res://scenes/level.tscn
|
||||
Message: Cannot load resource: 'res://sprites/enemy.png'
|
||||
|
||||
💡 Quick Tip: Verify the file path is correct and the file exists
|
||||
|
||||
═══════════════════════════════════════
|
||||
Status Summary
|
||||
═══════════════════════════════════════
|
||||
🔴 Errors: 1
|
||||
🟡 Warnings: 1
|
||||
🔵 Info messages: 3
|
||||
|
||||
⏱ Startup time: 1.5s
|
||||
═══════════════════════════════════════
|
||||
|
||||
💬 Need help fixing these errors?
|
||||
|
||||
I can explain what went wrong and show you how to fix it.
|
||||
Just ask: "Help me fix the null instance error"
|
||||
|
||||
Commands:
|
||||
/gd:debug View detailed error information
|
||||
/gd:stop Stop the game
|
||||
```
|
||||
|
||||
# Important Notes
|
||||
|
||||
- Always format output in a user-friendly way
|
||||
- Highlight errors in a visually distinct manner
|
||||
- Provide actionable suggestions, not just error messages
|
||||
- Make it easy to transition to fixing errors (mention debugging skill)
|
||||
- Track context for follow-up questions about specific errors
|
||||
583
commands/scene.md
Normal file
583
commands/scene.md
Normal file
@@ -0,0 +1,583 @@
|
||||
---
|
||||
allowed_tools:
|
||||
- AskUserQuestion
|
||||
- mcp__godot__*
|
||||
- Write
|
||||
- Read
|
||||
---
|
||||
|
||||
Create common scene templates for 2D games, including characters, enemies, levels, and more.
|
||||
|
||||
# Process
|
||||
|
||||
1. **Ask the user what type of scene they want to create:**
|
||||
|
||||
Use AskUserQuestion with the following options:
|
||||
|
||||
Question: "What type of scene would you like to create?"
|
||||
Header: "Scene Type"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- 2D Player Character: Platformer character with movement and collision
|
||||
- 2D Enemy: Basic enemy with AI placeholder
|
||||
- 2D Level: Level scene with tilemap and camera
|
||||
- 2D Projectile: Bullet/projectile with movement
|
||||
- Collectible: Coin/item pickup
|
||||
- Interactable Object: Chest, door, switch, etc.
|
||||
|
||||
Question 2: "Where should the scene be created?"
|
||||
Header: "Location"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- scenes/characters/: For player and NPCs
|
||||
- scenes/enemies/: For enemy characters
|
||||
- scenes/levels/: For level scenes
|
||||
- scenes/objects/: For items and interactables
|
||||
- Custom path: I'll specify the path
|
||||
|
||||
2. **If Custom path selected, ask for the specific path and scene name**
|
||||
|
||||
3. **Create the appropriate template based on selection**
|
||||
|
||||
## 2D Player Character Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CharacterBody2D (root)
|
||||
├── Sprite2D (sprite)
|
||||
├── CollisionShape2D (collision)
|
||||
├── AnimationPlayer (animation_player)
|
||||
└── Camera2D (camera)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- CharacterBody2D: motion_mode = MOTION_MODE_GROUNDED
|
||||
- Sprite2D: centered = true, texture = placeholder (32x32 white rect)
|
||||
- CollisionShape2D: shape = RectangleShape2D (16x32)
|
||||
- Camera2D: enabled = true, position_smoothing_enabled = true
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CharacterBody2D
|
||||
|
||||
# Movement parameters
|
||||
@export var speed: float = 200.0
|
||||
@export var jump_velocity: float = -400.0
|
||||
@export var acceleration: float = 800.0
|
||||
@export var friction: float = 1000.0
|
||||
|
||||
# Get the gravity from the project settings
|
||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var animation_player = $AnimationPlayer
|
||||
|
||||
func _physics_process(delta):
|
||||
# Add gravity
|
||||
if not is_on_floor():
|
||||
velocity.y += gravity * delta
|
||||
|
||||
# Handle jump
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = jump_velocity
|
||||
|
||||
# Get input direction
|
||||
var direction = Input.get_axis("ui_left", "ui_right")
|
||||
|
||||
# Apply movement
|
||||
if direction != 0:
|
||||
velocity.x = move_toward(velocity.x, direction * speed, acceleration * delta)
|
||||
|
||||
# Flip sprite based on direction
|
||||
sprite.flip_h = direction < 0
|
||||
|
||||
else:
|
||||
# Apply friction when no input
|
||||
velocity.x = move_toward(velocity.x, 0, friction * delta)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
# Animation logic (requires animations to be set up)
|
||||
_update_animation()
|
||||
|
||||
func _update_animation():
|
||||
if not animation_player:
|
||||
return
|
||||
|
||||
# TODO: Create animations in AnimationPlayer:
|
||||
# - "idle": Standing still
|
||||
# - "run": Running
|
||||
# - "jump": Jumping up
|
||||
# - "fall": Falling down
|
||||
|
||||
# Example animation logic:
|
||||
# if not is_on_floor():
|
||||
# if velocity.y < 0:
|
||||
# animation_player.play("jump")
|
||||
# else:
|
||||
# animation_player.play("fall")
|
||||
# elif abs(velocity.x) > 10:
|
||||
# animation_player.play("run")
|
||||
# else:
|
||||
# animation_player.play("idle")
|
||||
pass
|
||||
```
|
||||
|
||||
## 2D Enemy Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CharacterBody2D (root)
|
||||
├── Sprite2D (sprite)
|
||||
├── CollisionShape2D (collision)
|
||||
├── Area2D (detection_area)
|
||||
│ └── CollisionShape2D (detection_collision)
|
||||
├── AnimationPlayer (animation_player)
|
||||
└── Timer (patrol_timer)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- CharacterBody2D: motion_mode = MOTION_MODE_GROUNDED
|
||||
- Sprite2D: centered = true, modulate = Color(1, 0.5, 0.5) (reddish tint)
|
||||
- CollisionShape2D: shape = RectangleShape2D (16x24)
|
||||
- Area2D/CollisionShape2D: shape = CircleShape2D (radius = 100) for player detection
|
||||
- Timer: wait_time = 2.0, one_shot = false
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CharacterBody2D
|
||||
|
||||
enum State { IDLE, PATROL, CHASE, ATTACK }
|
||||
|
||||
# Movement parameters
|
||||
@export var patrol_speed: float = 50.0
|
||||
@export var chase_speed: float = 150.0
|
||||
@export var detection_range: float = 100.0
|
||||
@export var attack_range: float = 30.0
|
||||
@export var health: int = 100
|
||||
|
||||
var current_state: State = State.IDLE
|
||||
var player: Node2D = null
|
||||
var patrol_direction: int = 1
|
||||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var detection_area = $detection_area
|
||||
@onready var patrol_timer = $patrol_timer
|
||||
|
||||
func _ready():
|
||||
# Connect area signals for player detection
|
||||
detection_area.body_entered.connect(_on_detection_area_entered)
|
||||
detection_area.body_exited.connect(_on_detection_area_exited)
|
||||
|
||||
# Connect patrol timer
|
||||
patrol_timer.timeout.connect(_on_patrol_timer_timeout)
|
||||
patrol_timer.start()
|
||||
|
||||
current_state = State.PATROL
|
||||
|
||||
func _physics_process(delta):
|
||||
# Apply gravity
|
||||
if not is_on_floor():
|
||||
velocity.y += gravity * delta
|
||||
|
||||
# State machine
|
||||
match current_state:
|
||||
State.IDLE:
|
||||
velocity.x = 0
|
||||
|
||||
State.PATROL:
|
||||
velocity.x = patrol_direction * patrol_speed
|
||||
sprite.flip_h = patrol_direction < 0
|
||||
|
||||
# Turn around at ledges or walls
|
||||
if is_on_wall() or not _check_floor_ahead():
|
||||
patrol_direction *= -1
|
||||
|
||||
State.CHASE:
|
||||
if player:
|
||||
var direction = sign(player.global_position.x - global_position.x)
|
||||
velocity.x = direction * chase_speed
|
||||
sprite.flip_h = direction < 0
|
||||
|
||||
# Check if close enough to attack
|
||||
var distance = global_position.distance_to(player.global_position)
|
||||
if distance < attack_range:
|
||||
current_state = State.ATTACK
|
||||
else:
|
||||
current_state = State.PATROL
|
||||
|
||||
State.ATTACK:
|
||||
velocity.x = 0
|
||||
# TODO: Implement attack logic
|
||||
# For now, just return to chase after a moment
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
current_state = State.CHASE
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func _check_floor_ahead() -> bool:
|
||||
# Raycast to check if there's floor ahead
|
||||
var space_state = get_world_2d().direct_space_state
|
||||
var query = PhysicsRayQueryParameters2D.create(
|
||||
global_position,
|
||||
global_position + Vector2(patrol_direction * 20, 30)
|
||||
)
|
||||
var result = space_state.intersect_ray(query)
|
||||
return result.size() > 0
|
||||
|
||||
func _on_detection_area_entered(body):
|
||||
if body.is_in_group("player"):
|
||||
player = body
|
||||
current_state = State.CHASE
|
||||
|
||||
func _on_detection_area_exited(body):
|
||||
if body == player:
|
||||
player = null
|
||||
current_state = State.PATROL
|
||||
|
||||
func _on_patrol_timer_timeout():
|
||||
if current_state == State.IDLE or current_state == State.PATROL:
|
||||
patrol_direction *= -1
|
||||
|
||||
func take_damage(amount: int):
|
||||
health -= amount
|
||||
# TODO: Add damage flash/animation
|
||||
|
||||
if health <= 0:
|
||||
die()
|
||||
|
||||
func die():
|
||||
# TODO: Add death animation
|
||||
queue_free()
|
||||
```
|
||||
|
||||
## 2D Level Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
Node2D (root)
|
||||
├── TileMap (tilemap)
|
||||
├── Node2D (spawn_points)
|
||||
│ └── Marker2D (player_spawn)
|
||||
├── Node2D (enemies)
|
||||
├── Node2D (collectibles)
|
||||
├── ParallaxBackground (background)
|
||||
│ └── ParallaxLayer (layer1)
|
||||
│ └── Sprite2D (bg_sprite)
|
||||
└── Camera2D (camera)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- TileMap: tile_set = null (needs to be set by user), layer 0 = "Ground", layer 1 = "Walls"
|
||||
- Camera2D: enabled = true, limit_left = 0, limit_top = 0
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends Node2D
|
||||
|
||||
@onready var tilemap = $TileMap
|
||||
@onready var player_spawn = $spawn_points/player_spawn
|
||||
@onready var camera = $Camera2D
|
||||
|
||||
# Preload player scene
|
||||
const PLAYER_SCENE = preload("res://scenes/characters/player.tscn")
|
||||
|
||||
func _ready():
|
||||
# Spawn player
|
||||
spawn_player()
|
||||
|
||||
# Set camera limits based on level bounds
|
||||
_setup_camera_limits()
|
||||
|
||||
func spawn_player():
|
||||
# Instance and add player
|
||||
var player = PLAYER_SCENE.instantiate()
|
||||
player.global_position = player_spawn.global_position
|
||||
add_child(player)
|
||||
|
||||
# Make camera follow player
|
||||
camera.enabled = false # Disable level camera
|
||||
# Player should have its own camera
|
||||
|
||||
func _setup_camera_limits():
|
||||
# Get tilemap bounds
|
||||
var used_rect = tilemap.get_used_rect()
|
||||
var tile_size = tilemap.tile_set.tile_size if tilemap.tile_set else Vector2(16, 16)
|
||||
|
||||
# Set camera limits to level bounds
|
||||
camera.limit_left = used_rect.position.x * tile_size.x
|
||||
camera.limit_top = used_rect.position.y * tile_size.y
|
||||
camera.limit_right = used_rect.end.x * tile_size.x
|
||||
camera.limit_bottom = used_rect.end.y * tile_size.y
|
||||
|
||||
# Helper function to spawn enemies at runtime
|
||||
func spawn_enemy(enemy_scene: PackedScene, position: Vector2):
|
||||
var enemy = enemy_scene.instantiate()
|
||||
enemy.global_position = position
|
||||
$enemies.add_child(enemy)
|
||||
|
||||
# Helper function to spawn collectibles
|
||||
func spawn_collectible(collectible_scene: PackedScene, position: Vector2):
|
||||
var collectible = collectible_scene.instantiate()
|
||||
collectible.global_position = position
|
||||
$collectibles.add_child(collectible)
|
||||
```
|
||||
|
||||
## 2D Projectile Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
Area2D (root)
|
||||
├── Sprite2D (sprite)
|
||||
├── CollisionShape2D (collision)
|
||||
└── Timer (lifetime_timer)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- Sprite2D: centered = true, modulate = Color(1, 1, 0) (yellow)
|
||||
- CollisionShape2D: shape = CircleShape2D (radius = 4)
|
||||
- Timer: wait_time = 5.0, one_shot = true, autostart = true
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends Area2D
|
||||
|
||||
@export var speed: float = 300.0
|
||||
@export var damage: int = 10
|
||||
@export var lifetime: float = 5.0
|
||||
|
||||
var direction: Vector2 = Vector2.RIGHT
|
||||
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var lifetime_timer = $lifetime_timer
|
||||
|
||||
func _ready():
|
||||
# Connect signals
|
||||
body_entered.connect(_on_body_entered)
|
||||
area_entered.connect(_on_area_entered)
|
||||
lifetime_timer.timeout.connect(_on_lifetime_timeout)
|
||||
|
||||
# Set lifetime
|
||||
lifetime_timer.wait_time = lifetime
|
||||
|
||||
func _physics_process(delta):
|
||||
# Move in direction
|
||||
position += direction.normalized() * speed * delta
|
||||
|
||||
func set_direction(new_direction: Vector2):
|
||||
direction = new_direction.normalized()
|
||||
|
||||
# Rotate sprite to face direction
|
||||
rotation = direction.angle()
|
||||
|
||||
func _on_body_entered(body):
|
||||
# Hit something solid
|
||||
if body.has_method("take_damage"):
|
||||
body.take_damage(damage)
|
||||
|
||||
# Create hit effect
|
||||
_create_hit_effect()
|
||||
|
||||
queue_free()
|
||||
|
||||
func _on_area_entered(area):
|
||||
# Hit another area (enemy hitbox, etc.)
|
||||
if area.get_parent().has_method("take_damage"):
|
||||
area.get_parent().take_damage(damage)
|
||||
|
||||
# Create hit effect
|
||||
_create_hit_effect()
|
||||
|
||||
queue_free()
|
||||
|
||||
func _on_lifetime_timeout():
|
||||
# Despawn after lifetime expires
|
||||
queue_free()
|
||||
|
||||
func _create_hit_effect():
|
||||
# TODO: Spawn particle effect or animation
|
||||
pass
|
||||
```
|
||||
|
||||
## Collectible Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
Area2D (root)
|
||||
├── Sprite2D (sprite)
|
||||
├── CollisionShape2D (collision)
|
||||
├── AnimationPlayer (animation_player)
|
||||
└── AudioStreamPlayer2D (pickup_sound)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- Sprite2D: centered = true, modulate = Color(1, 0.8, 0) (gold color)
|
||||
- CollisionShape2D: shape = CircleShape2D (radius = 8)
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends Area2D
|
||||
|
||||
@export var collect_value: int = 1
|
||||
@export var float_amplitude: float = 5.0
|
||||
@export var float_speed: float = 2.0
|
||||
|
||||
var start_y: float
|
||||
var time: float = 0.0
|
||||
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var animation_player = $AnimationPlayer
|
||||
@onready var pickup_sound = $pickup_sound
|
||||
|
||||
func _ready():
|
||||
# Connect collection signal
|
||||
body_entered.connect(_on_body_entered)
|
||||
|
||||
# Store starting position for floating animation
|
||||
start_y = position.y
|
||||
|
||||
# Random offset for variety
|
||||
time = randf() * TAU
|
||||
|
||||
func _process(delta):
|
||||
# Floating animation
|
||||
time += delta * float_speed
|
||||
position.y = start_y + sin(time) * float_amplitude
|
||||
|
||||
# Rotate for visual interest
|
||||
sprite.rotation += delta * 2.0
|
||||
|
||||
func _on_body_entered(body):
|
||||
if body.is_in_group("player"):
|
||||
# Notify player of collection
|
||||
if body.has_method("collect_item"):
|
||||
body.collect_item(collect_value)
|
||||
|
||||
# Play pickup sound
|
||||
if pickup_sound and pickup_sound.stream:
|
||||
# Play sound then destroy
|
||||
pickup_sound.play()
|
||||
|
||||
# Hide visuals but keep node alive for sound
|
||||
sprite.visible = false
|
||||
$CollisionShape2D.set_deferred("disabled", true)
|
||||
|
||||
await pickup_sound.finished
|
||||
|
||||
queue_free()
|
||||
```
|
||||
|
||||
## Interactable Object Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
StaticBody2D (root)
|
||||
├── Sprite2D (sprite)
|
||||
├── CollisionShape2D (collision)
|
||||
├── Area2D (interaction_area)
|
||||
│ └── CollisionShape2D (interaction_collision)
|
||||
└── Label (prompt_label)
|
||||
```
|
||||
|
||||
Node details:
|
||||
- Sprite2D: centered = true
|
||||
- CollisionShape2D: shape = RectangleShape2D (32x32)
|
||||
- Area2D/CollisionShape2D: shape = RectangleShape2D (48x48) for interaction detection
|
||||
- Label: text = "Press E", horizontal_alignment = CENTER, visible = false
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends StaticBody2D
|
||||
|
||||
signal interacted
|
||||
|
||||
@export var interaction_text: String = "Press E"
|
||||
@export var can_interact_multiple_times: bool = false
|
||||
|
||||
var player_nearby: bool = false
|
||||
var has_been_used: bool = false
|
||||
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var interaction_area = $interaction_area
|
||||
@onready var prompt_label = $prompt_label
|
||||
|
||||
func _ready():
|
||||
# Connect area signals
|
||||
interaction_area.body_entered.connect(_on_interaction_area_entered)
|
||||
interaction_area.body_exited.connect(_on_interaction_area_exited)
|
||||
|
||||
# Set prompt text
|
||||
prompt_label.text = interaction_text
|
||||
|
||||
# Position prompt above object
|
||||
prompt_label.position.y = -40
|
||||
|
||||
func _process(_delta):
|
||||
if player_nearby and Input.is_action_just_pressed("ui_accept"):
|
||||
if not has_been_used or can_interact_multiple_times:
|
||||
_interact()
|
||||
|
||||
func _on_interaction_area_entered(body):
|
||||
if body.is_in_group("player"):
|
||||
player_nearby = true
|
||||
|
||||
# Show prompt if not used or can use multiple times
|
||||
if not has_been_used or can_interact_multiple_times:
|
||||
prompt_label.visible = true
|
||||
|
||||
func _on_interaction_area_exited(body):
|
||||
if body.is_in_group("player"):
|
||||
player_nearby = false
|
||||
prompt_label.visible = false
|
||||
|
||||
func _interact():
|
||||
# Mark as used
|
||||
has_been_used = true
|
||||
|
||||
# Hide prompt if can't be used again
|
||||
if not can_interact_multiple_times:
|
||||
prompt_label.visible = false
|
||||
|
||||
# Emit signal for other systems to respond
|
||||
interacted.emit()
|
||||
|
||||
# TODO: Implement specific interaction logic
|
||||
# Examples:
|
||||
# - Open a door
|
||||
# - Play an animation
|
||||
# - Give an item
|
||||
# - Show dialogue
|
||||
# - Toggle a mechanism
|
||||
|
||||
print("Interacted with ", name)
|
||||
```
|
||||
|
||||
# After Creating Scene
|
||||
|
||||
After creating the selected scene:
|
||||
|
||||
1. Inform the user of the files created:
|
||||
- Scene file location
|
||||
- Script file location
|
||||
|
||||
2. Provide customization tips:
|
||||
- "The [scene name] has been created at [path]"
|
||||
- "To customize this scene:"
|
||||
- Replace the placeholder sprite with your own artwork
|
||||
- Adjust the exported variables in the Inspector
|
||||
- Add animations in the AnimationPlayer
|
||||
- [Template-specific tips]
|
||||
|
||||
3. Provide usage instructions:
|
||||
- For characters: "Add this to your level by dragging into the scene or instantiating in code"
|
||||
- For levels: "Set this as your main scene in Project Settings or change to it with get_tree().change_scene_to_file()"
|
||||
- For projectiles: "Instance this in your player/enemy script when firing"
|
||||
- For collectibles/interactables: "Place these in your level scene as children"
|
||||
|
||||
4. Offer next steps:
|
||||
- "Would you like me to:"
|
||||
- Create related scenes (e.g., "create a projectile for this character?")
|
||||
- Add more features (e.g., "add a dash ability?", "add more enemy states?")
|
||||
- Set up animations (if AnimationPlayer exists)
|
||||
- Create a test level to try it out
|
||||
24
commands/setup.md
Normal file
24
commands/setup.md
Normal file
@@ -0,0 +1,24 @@
|
||||
---
|
||||
description: Validate Godot environment and configure MCP server
|
||||
allowed-tools:
|
||||
- Read
|
||||
- Write
|
||||
- Bash(ls:*,which:*,test:*)
|
||||
---
|
||||
|
||||
You are helping set up the Godot development environment for this project.
|
||||
|
||||
Run the setup script to validate the environment and configure the MCP server:
|
||||
|
||||
!bash ${CLAUDE_PLUGIN_ROOT}/scripts/setup-mcp.sh
|
||||
|
||||
The script will:
|
||||
1. Check if Godot is installed at common locations
|
||||
2. Verify the Godot MCP server is built and ready at ~/projects/godot-mcp
|
||||
3. Create .mcp.json from the template with detected paths
|
||||
4. Report any issues and provide guidance
|
||||
|
||||
After running the script:
|
||||
- If successful, inform the user that the environment is ready and they can now use `/gd:init-game` to start planning their game
|
||||
- If there are issues, explain what needs to be fixed and how to resolve them
|
||||
- Remind the user to restart Claude Code for the MCP server changes to take effect
|
||||
11
commands/stop.md
Normal file
11
commands/stop.md
Normal file
@@ -0,0 +1,11 @@
|
||||
---
|
||||
description: Stop the running Godot game
|
||||
allowed-tools:
|
||||
- mcp__godot__stop_project
|
||||
---
|
||||
|
||||
Stop the currently running Godot project.
|
||||
|
||||
1. Use mcp__godot__stop_project to stop the game
|
||||
2. Display any final output or errors
|
||||
3. Confirm to the user that the game has been stopped
|
||||
652
commands/ui-template.md
Normal file
652
commands/ui-template.md
Normal file
@@ -0,0 +1,652 @@
|
||||
---
|
||||
allowed_tools:
|
||||
- AskUserQuestion
|
||||
- mcp__godot__*
|
||||
- Write
|
||||
- Read
|
||||
- Skill
|
||||
---
|
||||
|
||||
Create a quick UI template for common game UI screens.
|
||||
|
||||
# Process
|
||||
|
||||
1. **Ask the user what type of UI they want to create:**
|
||||
|
||||
Use AskUserQuestion with the following options:
|
||||
|
||||
Question: "What type of UI screen would you like to create?"
|
||||
Header: "UI Type"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- Main Menu: Title screen with New Game, Continue, Settings, Quit
|
||||
- Pause Menu: In-game pause screen with Resume, Settings, Main Menu, Quit
|
||||
- Settings Menu: Graphics, audio, and gameplay settings with tabs
|
||||
- Game HUD: Health bar, score, and interactive buttons
|
||||
- Inventory: Grid-based item management system
|
||||
- Dialogue Box: Character dialogue with portrait and choices
|
||||
- Confirmation Dialog: Yes/No popup dialog
|
||||
|
||||
Question 2: "Where should the UI scene be created?"
|
||||
Header: "Location"
|
||||
Multi-select: false
|
||||
Options:
|
||||
- scenes/ui/menus/: For menu screens
|
||||
- scenes/ui/hud/: For in-game HUD elements
|
||||
- scenes/ui/dialogs/: For popup dialogs
|
||||
- Custom path: I'll specify the path
|
||||
|
||||
2. **If Custom path selected, ask for the specific path**
|
||||
|
||||
3. **Create the appropriate template based on selection**
|
||||
|
||||
## Main Menu Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root)
|
||||
├── ColorRect (background - full rect anchors)
|
||||
├── MarginContainer (full rect, margins: 40px all sides)
|
||||
│ └── VBoxContainer (alignment: center)
|
||||
│ ├── Control (spacer - custom_minimum_size.y = 100)
|
||||
│ ├── Label (title - custom font size 48, center aligned)
|
||||
│ ├── Control (spacer - custom_minimum_size.y = 50)
|
||||
│ ├── VBoxContainer (button_container - separation: 10)
|
||||
│ │ ├── Button (new_game_btn - text: "New Game", custom_minimum_size.x = 200)
|
||||
│ │ ├── Button (continue_btn - text: "Continue", custom_minimum_size.x = 200)
|
||||
│ │ ├── Button (settings_btn - text: "Settings", custom_minimum_size.x = 200)
|
||||
│ │ └── Button (quit_btn - text: "Quit", custom_minimum_size.x = 200)
|
||||
│ └── Control (spacer with size_flags_vertical = 3)
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
@onready var new_game_btn = $MarginContainer/VBoxContainer/VBoxContainer/new_game_btn
|
||||
@onready var continue_btn = $MarginContainer/VBoxContainer/VBoxContainer/continue_btn
|
||||
@onready var settings_btn = $MarginContainer/VBoxContainer/VBoxContainer/settings_btn
|
||||
@onready var quit_btn = $MarginContainer/VBoxContainer/VBoxContainer/quit_btn
|
||||
|
||||
func _ready():
|
||||
# Connect button signals
|
||||
new_game_btn.pressed.connect(_on_new_game_pressed)
|
||||
continue_btn.pressed.connect(_on_continue_pressed)
|
||||
settings_btn.pressed.connect(_on_settings_pressed)
|
||||
quit_btn.pressed.connect(_on_quit_pressed)
|
||||
|
||||
# Set focus for gamepad support
|
||||
new_game_btn.grab_focus()
|
||||
|
||||
# Check if save exists for continue button
|
||||
continue_btn.disabled = not _has_save_file()
|
||||
|
||||
# Fade in animation
|
||||
modulate.a = 0
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 1.0, 0.5)
|
||||
|
||||
func _has_save_file() -> bool:
|
||||
# TODO: Implement save file checking
|
||||
return FileAccess.file_exists("user://savegame.save")
|
||||
|
||||
func _on_new_game_pressed():
|
||||
# TODO: Implement new game logic
|
||||
get_tree().change_scene_to_file("res://scenes/main_game.tscn")
|
||||
|
||||
func _on_continue_pressed():
|
||||
# TODO: Implement load game logic
|
||||
pass
|
||||
|
||||
func _on_settings_pressed():
|
||||
# TODO: Open settings menu
|
||||
get_tree().change_scene_to_file("res://scenes/ui/menus/settings_menu.tscn")
|
||||
|
||||
func _on_quit_pressed():
|
||||
get_tree().quit()
|
||||
```
|
||||
|
||||
## Pause Menu Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root - layer: 100)
|
||||
├── ColorRect (overlay - full rect, color: #00000080, mouse_filter: STOP)
|
||||
├── CenterContainer (full rect anchors)
|
||||
│ └── PanelContainer (custom_minimum_size: 400x500)
|
||||
│ └── MarginContainer (margins: 20px all sides)
|
||||
│ └── VBoxContainer (separation: 15)
|
||||
│ ├── Label (title - text: "PAUSED", align: center, font size: 36)
|
||||
│ ├── Control (spacer - custom_minimum_size.y = 20)
|
||||
│ ├── Button (resume_btn - text: "Resume")
|
||||
│ ├── Button (settings_btn - text: "Settings")
|
||||
│ ├── Button (main_menu_btn - text: "Main Menu")
|
||||
│ └── Button (quit_btn - text: "Quit")
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
@onready var resume_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/resume_btn
|
||||
@onready var settings_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/settings_btn
|
||||
@onready var main_menu_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/main_menu_btn
|
||||
@onready var quit_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/quit_btn
|
||||
|
||||
func _ready():
|
||||
# Connect signals
|
||||
resume_btn.pressed.connect(_on_resume_pressed)
|
||||
settings_btn.pressed.connect(_on_settings_pressed)
|
||||
main_menu_btn.pressed.connect(_on_main_menu_pressed)
|
||||
quit_btn.pressed.connect(_on_quit_pressed)
|
||||
|
||||
# Pause the game
|
||||
get_tree().paused = true
|
||||
|
||||
# Set focus
|
||||
resume_btn.grab_focus()
|
||||
|
||||
# Pop-up animation
|
||||
$CenterContainer.scale = Vector2(0.8, 0.8)
|
||||
$CenterContainer.modulate.a = 0
|
||||
var tween = create_tween()
|
||||
tween.tween_property($CenterContainer, "scale", Vector2.ONE, 0.3).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
tween.parallel().tween_property($CenterContainer, "modulate:a", 1.0, 0.3)
|
||||
|
||||
func _on_resume_pressed():
|
||||
_close_menu()
|
||||
|
||||
func _on_settings_pressed():
|
||||
# TODO: Open settings submenu
|
||||
pass
|
||||
|
||||
func _on_main_menu_pressed():
|
||||
get_tree().paused = false
|
||||
get_tree().change_scene_to_file("res://scenes/ui/menus/main_menu.tscn")
|
||||
|
||||
func _on_quit_pressed():
|
||||
get_tree().quit()
|
||||
|
||||
func _close_menu():
|
||||
get_tree().paused = false
|
||||
queue_free()
|
||||
|
||||
func _input(event):
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
_close_menu()
|
||||
```
|
||||
|
||||
## Settings Menu Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root)
|
||||
├── ColorRect (background - full rect)
|
||||
├── MarginContainer (full rect, margins: 40px all sides)
|
||||
│ └── VBoxContainer (separation: 20)
|
||||
│ ├── Label (title - text: "Settings", font size: 36)
|
||||
│ ├── TabContainer (size_flags_vertical: 3)
|
||||
│ │ ├── VBoxContainer (name: "Graphics", separation: 10)
|
||||
│ │ │ ├── HBoxContainer
|
||||
│ │ │ │ ├── Label (text: "Resolution:")
|
||||
│ │ │ │ ├── Control (size_flags_horizontal: 3)
|
||||
│ │ │ │ └── OptionButton (resolution_option)
|
||||
│ │ │ ├── HBoxContainer
|
||||
│ │ │ │ ├── Label (text: "Fullscreen:")
|
||||
│ │ │ │ ├── Control (size_flags_horizontal: 3)
|
||||
│ │ │ │ └── CheckBox (fullscreen_check)
|
||||
│ │ │ └── HBoxContainer
|
||||
│ │ │ ├── Label (text: "VSync:")
|
||||
│ │ │ ├── Control (size_flags_horizontal: 3)
|
||||
│ │ │ └── CheckBox (vsync_check)
|
||||
│ │ └── VBoxContainer (name: "Audio", separation: 10)
|
||||
│ │ ├── HBoxContainer
|
||||
│ │ │ ├── Label (text: "Master Volume:")
|
||||
│ │ │ └── HSlider (master_slider - min: 0, max: 100, value: 100)
|
||||
│ │ ├── HBoxContainer
|
||||
│ │ │ ├── Label (text: "Music Volume:")
|
||||
│ │ │ └── HSlider (music_slider - min: 0, max: 100, value: 100)
|
||||
│ │ └── HBoxContainer
|
||||
│ │ ├── Label (text: "SFX Volume:")
|
||||
│ │ └── HSlider (sfx_slider - min: 0, max: 100, value: 100)
|
||||
│ └── HBoxContainer (separation: 10)
|
||||
│ ├── Control (size_flags_horizontal: 3)
|
||||
│ ├── Button (apply_btn - text: "Apply")
|
||||
│ └── Button (back_btn - text: "Back")
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
# Graphics tab
|
||||
@onready var resolution_option = $MarginContainer/VBoxContainer/TabContainer/Graphics/HBoxContainer/resolution_option
|
||||
@onready var fullscreen_check = $MarginContainer/VBoxContainer/TabContainer/Graphics/HBoxContainer2/fullscreen_check
|
||||
@onready var vsync_check = $MarginContainer/VBoxContainer/TabContainer/Graphics/HBoxContainer3/vsync_check
|
||||
|
||||
# Audio tab
|
||||
@onready var master_slider = $MarginContainer/VBoxContainer/TabContainer/Audio/HBoxContainer/master_slider
|
||||
@onready var music_slider = $MarginContainer/VBoxContainer/TabContainer/Audio/HBoxContainer2/music_slider
|
||||
@onready var sfx_slider = $MarginContainer/VBoxContainer/TabContainer/Audio/HBoxContainer3/sfx_slider
|
||||
|
||||
# Buttons
|
||||
@onready var apply_btn = $MarginContainer/VBoxContainer/HBoxContainer/apply_btn
|
||||
@onready var back_btn = $MarginContainer/VBoxContainer/HBoxContainer/back_btn
|
||||
|
||||
func _ready():
|
||||
# Populate resolution options
|
||||
resolution_option.add_item("1920x1080")
|
||||
resolution_option.add_item("1280x720")
|
||||
resolution_option.add_item("1024x768")
|
||||
|
||||
# Load current settings
|
||||
_load_settings()
|
||||
|
||||
# Connect signals
|
||||
apply_btn.pressed.connect(_on_apply_pressed)
|
||||
back_btn.pressed.connect(_on_back_pressed)
|
||||
|
||||
master_slider.value_changed.connect(_on_master_volume_changed)
|
||||
music_slider.value_changed.connect(_on_music_volume_changed)
|
||||
sfx_slider.value_changed.connect(_on_sfx_volume_changed)
|
||||
|
||||
func _load_settings():
|
||||
# TODO: Load from config file
|
||||
fullscreen_check.button_pressed = (DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN)
|
||||
vsync_check.button_pressed = (DisplayServer.window_get_vsync_mode() != DisplayServer.VSYNC_DISABLED)
|
||||
|
||||
func _on_apply_pressed():
|
||||
_save_settings()
|
||||
|
||||
func _save_settings():
|
||||
# Graphics settings
|
||||
if fullscreen_check.button_pressed:
|
||||
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
|
||||
else:
|
||||
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
|
||||
|
||||
if vsync_check.button_pressed:
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
|
||||
else:
|
||||
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
|
||||
|
||||
# TODO: Save to config file
|
||||
# TODO: Apply resolution
|
||||
|
||||
func _on_back_pressed():
|
||||
get_tree().change_scene_to_file("res://scenes/ui/menus/main_menu.tscn")
|
||||
|
||||
func _on_master_volume_changed(value: float):
|
||||
# TODO: Apply to audio bus
|
||||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value / 100.0))
|
||||
|
||||
func _on_music_volume_changed(value: float):
|
||||
# TODO: Apply to audio bus
|
||||
pass
|
||||
|
||||
func _on_sfx_volume_changed(value: float):
|
||||
# TODO: Apply to audio bus
|
||||
pass
|
||||
```
|
||||
|
||||
## Game HUD Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root - layer: 10)
|
||||
├── MarginContainer (full rect, margins: 20px all sides)
|
||||
│ └── VBoxContainer
|
||||
│ ├── HBoxContainer (top_bar - separation: 10)
|
||||
│ │ ├── TextureRect (health_icon - expand_mode: keep_size, custom_minimum_size: 32x32)
|
||||
│ │ ├── ProgressBar (health_bar - custom_minimum_size: 200x24)
|
||||
│ │ ├── Control (spacer - size_flags_horizontal: 3)
|
||||
│ │ ├── Label (score_label - text: "Score: 0")
|
||||
│ │ └── TextureRect (coin_icon - expand_mode: keep_size, custom_minimum_size: 24x24)
|
||||
│ ├── Control (middle_spacer - size_flags_vertical: 3)
|
||||
│ └── HBoxContainer (bottom_bar - separation: 10)
|
||||
│ ├── Control (spacer - size_flags_horizontal: 3)
|
||||
│ ├── TextureButton (inventory_btn - custom_minimum_size: 48x48)
|
||||
│ ├── TextureButton (map_btn - custom_minimum_size: 48x48)
|
||||
│ └── TextureButton (pause_btn - custom_minimum_size: 48x48)
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
@onready var health_bar = $MarginContainer/VBoxContainer/HBoxContainer/health_bar
|
||||
@onready var score_label = $MarginContainer/VBoxContainer/HBoxContainer/score_label
|
||||
@onready var inventory_btn = $MarginContainer/VBoxContainer/HBoxContainer2/inventory_btn
|
||||
@onready var map_btn = $MarginContainer/VBoxContainer/HBoxContainer2/map_btn
|
||||
@onready var pause_btn = $MarginContainer/VBoxContainer/HBoxContainer2/pause_btn
|
||||
|
||||
var current_score: int = 0
|
||||
|
||||
func _ready():
|
||||
# Connect button signals
|
||||
inventory_btn.pressed.connect(_on_inventory_pressed)
|
||||
map_btn.pressed.connect(_on_map_pressed)
|
||||
pause_btn.pressed.connect(_on_pause_pressed)
|
||||
|
||||
# Initialize health bar
|
||||
health_bar.max_value = 100
|
||||
health_bar.value = 100
|
||||
|
||||
func set_health(value: float):
|
||||
var tween = create_tween()
|
||||
tween.tween_property(health_bar, "value", value, 0.3)
|
||||
|
||||
# Change color based on health
|
||||
if value < 30:
|
||||
health_bar.modulate = Color.RED
|
||||
elif value < 60:
|
||||
health_bar.modulate = Color.YELLOW
|
||||
else:
|
||||
health_bar.modulate = Color.GREEN
|
||||
|
||||
func add_score(amount: int):
|
||||
current_score += amount
|
||||
score_label.text = "Score: %d" % current_score
|
||||
|
||||
# Bounce animation
|
||||
var tween = create_tween()
|
||||
tween.tween_property(score_label, "scale", Vector2(1.2, 1.2), 0.1)
|
||||
tween.tween_property(score_label, "scale", Vector2.ONE, 0.1)
|
||||
|
||||
func _on_inventory_pressed():
|
||||
# TODO: Open inventory
|
||||
pass
|
||||
|
||||
func _on_map_pressed():
|
||||
# TODO: Open map
|
||||
pass
|
||||
|
||||
func _on_pause_pressed():
|
||||
# Open pause menu
|
||||
var pause_scene = load("res://scenes/ui/menus/pause_menu.tscn")
|
||||
get_tree().root.add_child(pause_scene.instantiate())
|
||||
```
|
||||
|
||||
## Inventory Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root - layer: 50)
|
||||
├── ColorRect (overlay - full rect, color: #00000080)
|
||||
├── CenterContainer (full rect)
|
||||
│ └── PanelContainer (custom_minimum_size: 800x600)
|
||||
│ └── MarginContainer (margins: 20px all sides)
|
||||
│ └── VBoxContainer (separation: 15)
|
||||
│ ├── Label (title - text: "Inventory", font size: 32)
|
||||
│ ├── HSeparator
|
||||
│ ├── HBoxContainer (size_flags_vertical: 3, separation: 15)
|
||||
│ │ ├── ScrollContainer (size_flags_horizontal: 3)
|
||||
│ │ │ └── GridContainer (item_grid - columns: 5, separation: 10)
|
||||
│ │ └── PanelContainer (item_details - custom_minimum_size.x: 250)
|
||||
│ │ └── MarginContainer (margins: 10px all sides)
|
||||
│ │ └── VBoxContainer
|
||||
│ │ ├── TextureRect (item_image - expand_mode: keep_aspect_centered, custom_minimum_size: 200x200)
|
||||
│ │ ├── Label (item_name - text: "Select an item", align: center, font size: 18)
|
||||
│ │ ├── RichTextLabel (item_description - text: "No item selected", bbcode_enabled: true, size_flags_vertical: 3)
|
||||
│ │ └── Button (use_btn - text: "Use", disabled: true)
|
||||
│ └── Button (close_btn - text: "Close")
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
@onready var item_grid = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/ScrollContainer/item_grid
|
||||
@onready var item_image = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/VBoxContainer/item_image
|
||||
@onready var item_name = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/VBoxContainer/item_name
|
||||
@onready var item_description = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/VBoxContainer/item_description
|
||||
@onready var use_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/PanelContainer/MarginContainer/VBoxContainer/use_btn
|
||||
@onready var close_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/close_btn
|
||||
|
||||
var selected_item = null
|
||||
const SLOT_SCENE = preload("res://scenes/ui/hud/hud_components/inventory_slot.tscn")
|
||||
|
||||
func _ready():
|
||||
# Connect signals
|
||||
use_btn.pressed.connect(_on_use_pressed)
|
||||
close_btn.pressed.connect(_on_close_pressed)
|
||||
|
||||
# Populate inventory
|
||||
_populate_inventory()
|
||||
|
||||
# Pause game
|
||||
get_tree().paused = true
|
||||
|
||||
func _populate_inventory():
|
||||
# Clear existing slots
|
||||
for child in item_grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# TODO: Get inventory from inventory manager
|
||||
# For now, create empty slots
|
||||
for i in range(20):
|
||||
var slot = SLOT_SCENE.instantiate()
|
||||
slot.slot_clicked.connect(_on_slot_clicked.bind(slot))
|
||||
item_grid.add_child(slot)
|
||||
|
||||
func _on_slot_clicked(slot):
|
||||
# Update item details
|
||||
if slot.item_data:
|
||||
selected_item = slot.item_data
|
||||
item_name.text = slot.item_data.name
|
||||
item_description.text = slot.item_data.description
|
||||
item_image.texture = slot.item_data.icon
|
||||
use_btn.disabled = false
|
||||
else:
|
||||
selected_item = null
|
||||
item_name.text = "Empty slot"
|
||||
item_description.text = ""
|
||||
item_image.texture = null
|
||||
use_btn.disabled = true
|
||||
|
||||
func _on_use_pressed():
|
||||
if selected_item:
|
||||
# TODO: Use item logic
|
||||
pass
|
||||
|
||||
func _on_close_pressed():
|
||||
get_tree().paused = false
|
||||
queue_free()
|
||||
|
||||
func _input(event):
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
_on_close_pressed()
|
||||
```
|
||||
|
||||
## Dialogue Box Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root - layer: 20)
|
||||
├── Control (spacer - size_flags_vertical: 3)
|
||||
└── PanelContainer (dialogue_panel - anchor_left: 0, anchor_right: 1, anchor_bottom: 1, custom_minimum_size.y: 200)
|
||||
└── MarginContainer (margins: 15px all sides)
|
||||
└── VBoxContainer (separation: 10)
|
||||
├── HBoxContainer (character_info - separation: 10)
|
||||
│ ├── TextureRect (portrait - expand_mode: keep_size, custom_minimum_size: 80x80)
|
||||
│ └── Label (character_name - text: "Character", font size: 20)
|
||||
├── RichTextLabel (dialogue_text - bbcode_enabled: true, size_flags_vertical: 3, text: "Dialogue text goes here...")
|
||||
└── VBoxContainer (choices_container - separation: 5)
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
@onready var portrait = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/portrait
|
||||
@onready var character_name = $PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/character_name
|
||||
@onready var dialogue_text = $PanelContainer/MarginContainer/VBoxContainer/dialogue_text
|
||||
@onready var choices_container = $PanelContainer/MarginContainer/VBoxContainer/choices_container
|
||||
|
||||
var current_dialogue_index: int = 0
|
||||
var dialogue_data: Array = []
|
||||
var text_speed: float = 0.05
|
||||
var is_text_complete: bool = false
|
||||
|
||||
func _ready():
|
||||
# Hide initially
|
||||
$PanelContainer.modulate.a = 0
|
||||
$PanelContainer.position.y = 50
|
||||
|
||||
func show_dialogue(data: Array):
|
||||
dialogue_data = data
|
||||
current_dialogue_index = 0
|
||||
_display_current_dialogue()
|
||||
|
||||
# Slide in animation
|
||||
var tween = create_tween()
|
||||
tween.tween_property($PanelContainer, "modulate:a", 1.0, 0.3)
|
||||
tween.parallel().tween_property($PanelContainer, "position:y", 0, 0.3)
|
||||
|
||||
func _display_current_dialogue():
|
||||
if current_dialogue_index >= dialogue_data.size():
|
||||
_close_dialogue()
|
||||
return
|
||||
|
||||
var dialogue = dialogue_data[current_dialogue_index]
|
||||
|
||||
# Set character info
|
||||
character_name.text = dialogue.get("character", "")
|
||||
if dialogue.has("portrait"):
|
||||
portrait.texture = dialogue.portrait
|
||||
|
||||
# Clear choices
|
||||
for child in choices_container.get_children():
|
||||
child.queue_free()
|
||||
|
||||
# Animate text
|
||||
is_text_complete = false
|
||||
_type_text(dialogue.text)
|
||||
|
||||
# Add choices if present
|
||||
if dialogue.has("choices") and dialogue.choices.size() > 0:
|
||||
await get_tree().create_timer(0.1).timeout # Wait for text to start
|
||||
for i in range(dialogue.choices.size()):
|
||||
var choice_text = dialogue.choices[i]
|
||||
var btn = Button.new()
|
||||
btn.text = choice_text
|
||||
btn.pressed.connect(_on_choice_selected.bind(i))
|
||||
choices_container.add_child(btn)
|
||||
|
||||
func _type_text(text: String):
|
||||
dialogue_text.text = ""
|
||||
dialogue_text.visible_characters = 0
|
||||
dialogue_text.text = text
|
||||
|
||||
var char_count = text.length()
|
||||
for i in range(char_count + 1):
|
||||
dialogue_text.visible_characters = i
|
||||
await get_tree().create_timer(text_speed).timeout
|
||||
|
||||
is_text_complete = true
|
||||
|
||||
func _input(event):
|
||||
if event.is_action_pressed("ui_accept"):
|
||||
if is_text_complete and choices_container.get_child_count() == 0:
|
||||
_next_dialogue()
|
||||
elif not is_text_complete:
|
||||
# Skip text animation
|
||||
dialogue_text.visible_ratio = 1.0
|
||||
is_text_complete = true
|
||||
|
||||
func _next_dialogue():
|
||||
current_dialogue_index += 1
|
||||
_display_current_dialogue()
|
||||
|
||||
func _on_choice_selected(choice_index: int):
|
||||
# TODO: Handle dialogue choice
|
||||
# For now, just advance
|
||||
_next_dialogue()
|
||||
|
||||
func _close_dialogue():
|
||||
var tween = create_tween()
|
||||
tween.tween_property($PanelContainer, "modulate:a", 0.0, 0.3)
|
||||
tween.parallel().tween_property($PanelContainer, "position:y", 50, 0.3)
|
||||
tween.tween_callback(queue_free)
|
||||
```
|
||||
|
||||
## Confirmation Dialog Template
|
||||
|
||||
Create scene with:
|
||||
```
|
||||
CanvasLayer (root - layer: 200)
|
||||
├── ColorRect (overlay - full rect, color: #00000080)
|
||||
├── CenterContainer (full rect)
|
||||
│ └── PanelContainer (custom_minimum_size: 400x200)
|
||||
│ └── MarginContainer (margins: 20px all sides)
|
||||
│ └── VBoxContainer (separation: 20)
|
||||
│ ├── Label (message - text: "Are you sure?", align: center, autowrap: true, size_flags_vertical: 3)
|
||||
│ └── HBoxContainer (separation: 10)
|
||||
│ ├── Button (cancel_btn - text: "Cancel", size_flags_horizontal: 3)
|
||||
│ └── Button (confirm_btn - text: "Confirm", size_flags_horizontal: 3)
|
||||
```
|
||||
|
||||
Create accompanying script:
|
||||
```gdscript
|
||||
extends CanvasLayer
|
||||
|
||||
signal confirmed
|
||||
signal cancelled
|
||||
|
||||
@onready var message = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/message
|
||||
@onready var cancel_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/cancel_btn
|
||||
@onready var confirm_btn = $CenterContainer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer/confirm_btn
|
||||
|
||||
func _ready():
|
||||
# Connect signals
|
||||
cancel_btn.pressed.connect(_on_cancel_pressed)
|
||||
confirm_btn.pressed.connect(_on_confirm_pressed)
|
||||
|
||||
# Set focus
|
||||
cancel_btn.grab_focus()
|
||||
|
||||
# Pop-up animation
|
||||
$CenterContainer.scale = Vector2(0.8, 0.8)
|
||||
$CenterContainer.modulate.a = 0
|
||||
var tween = create_tween()
|
||||
tween.tween_property($CenterContainer, "scale", Vector2.ONE, 0.2)
|
||||
tween.parallel().tween_property($CenterContainer, "modulate:a", 1.0, 0.2)
|
||||
|
||||
func set_message(text: String):
|
||||
message.text = text
|
||||
|
||||
func _on_confirm_pressed():
|
||||
confirmed.emit()
|
||||
queue_free()
|
||||
|
||||
func _on_cancel_pressed():
|
||||
cancelled.emit()
|
||||
queue_free()
|
||||
|
||||
func _input(event):
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
_on_cancel_pressed()
|
||||
```
|
||||
|
||||
# After Creating Template
|
||||
|
||||
After creating the selected template:
|
||||
|
||||
1. Inform the user of the files created:
|
||||
- Scene file location
|
||||
- Script file location
|
||||
|
||||
2. Provide next steps:
|
||||
- "The [template name] has been created at [path]"
|
||||
- "You can customize the appearance by:"
|
||||
- Creating a theme resource
|
||||
- Adjusting colors, fonts, and spacing
|
||||
- Adding custom textures/icons
|
||||
- "To use this UI:"
|
||||
- [Specific usage instructions for the template]
|
||||
- "For more advanced UI customization, you can invoke the godot-ui skill or ask me for help!"
|
||||
|
||||
3. Offer to:
|
||||
- Create additional related scenes (e.g., "Would you like me to create the inventory slot component as well?")
|
||||
- Set up theme resources
|
||||
- Add more features to the template
|
||||
97
plugin.lock.json
Normal file
97
plugin.lock.json
Normal file
@@ -0,0 +1,97 @@
|
||||
{
|
||||
"$schema": "internal://schemas/plugin.lock.v1.json",
|
||||
"pluginId": "gh:Zate/cc-godot:plugins/gd",
|
||||
"normalized": {
|
||||
"repo": null,
|
||||
"ref": "refs/tags/v20251128.0",
|
||||
"commit": "8d937290e4b6de64d9ac386a6f8d36a754fdd258",
|
||||
"treeHash": "772381419c933a13c39bffdd77ef26dcc643a7ac2ddb4813a0cfba3005d80385",
|
||||
"generatedAt": "2025-11-28T10:12:59.182429Z",
|
||||
"toolVersion": "publish_plugins.py@0.2.0"
|
||||
},
|
||||
"origin": {
|
||||
"remote": "git@github.com:zhongweili/42plugin-data.git",
|
||||
"branch": "master",
|
||||
"commit": "aa1497ed0949fd50e99e70d6324a29c5b34f9390",
|
||||
"repoRoot": "/Users/zhongweili/projects/openmind/42plugin-data"
|
||||
},
|
||||
"manifest": {
|
||||
"name": "gd",
|
||||
"description": "Comprehensive Godot game development plugin for Claude Code featuring project setup, scene/UI templates, debugging tools, performance optimization, and interactive planning agents. Supports 2D/3D game development with rapid iteration workflows.",
|
||||
"version": "2.0.0"
|
||||
},
|
||||
"content": {
|
||||
"files": [
|
||||
{
|
||||
"path": "README.md",
|
||||
"sha256": "c7040e8dab0a4f97dd72484a17d67e99b2af3020206add652c0e2b66efbcd0d1"
|
||||
},
|
||||
{
|
||||
"path": "agents/ui-architect.md",
|
||||
"sha256": "068c4424ac294f64d3ab91c214cf7c4da237f67d4e3af57a6a97615aebd9d956"
|
||||
},
|
||||
{
|
||||
"path": "agents/game-planner.md",
|
||||
"sha256": "646d2b9ca6bb2e78a73ddee22792aacd5c232add004e4fe268c4397d547ccd60"
|
||||
},
|
||||
{
|
||||
"path": ".claude-plugin/plugin.json",
|
||||
"sha256": "7e650fbc11b0e78be7d90533e7489371a0376126dea9bbd0c66c138a2222b3e9"
|
||||
},
|
||||
{
|
||||
"path": "commands/debug.md",
|
||||
"sha256": "bacf070c59507e2c9b82ff642de04cbc9b7da37885f3f45ec7ad327b05b9bef3"
|
||||
},
|
||||
{
|
||||
"path": "commands/restart.md",
|
||||
"sha256": "6951ea4431f3c9534c8532d72b6eebe388933652e34376b782f0f942c6f92f2b"
|
||||
},
|
||||
{
|
||||
"path": "commands/setup.md",
|
||||
"sha256": "c227bf98a6f388db7998571955c75609b61b089795c66d5e7df830a768f585ff"
|
||||
},
|
||||
{
|
||||
"path": "commands/init-game.md",
|
||||
"sha256": "eb058aa16f93836a7bab181de1ed248090c576b22d3eb6719fc1764ae7718b2f"
|
||||
},
|
||||
{
|
||||
"path": "commands/ui-template.md",
|
||||
"sha256": "22e93f2c76fab98c5dc5c30d0c144bdcc0c8c352550c36e1e93bb8b697aa9933"
|
||||
},
|
||||
{
|
||||
"path": "commands/run.md",
|
||||
"sha256": "2b86feb146707178d0e8808d6154dd22589962456a155f03d2153468c2393b1a"
|
||||
},
|
||||
{
|
||||
"path": "commands/scene.md",
|
||||
"sha256": "c36df9225edd6bd3d41a5d7bc07a94c331ecdbc4ffc3c3543bc0a8e41002d424"
|
||||
},
|
||||
{
|
||||
"path": "commands/stop.md",
|
||||
"sha256": "056efeffa028c15056e5c701587d03efc0083b7940617cbe1a393cd3c950d1ca"
|
||||
},
|
||||
{
|
||||
"path": "skills/godot-optimization/SKILL.md",
|
||||
"sha256": "b17b294e3861ac53c9deffd577df675daaacf5ea4961f6deb23dd2faedae468c"
|
||||
},
|
||||
{
|
||||
"path": "skills/godot-ui/SKILL.md",
|
||||
"sha256": "496b023c4a5ac30984a61031bfee2eaf2468a2c6b3ff8ac9bc6b64b7a7f867cd"
|
||||
},
|
||||
{
|
||||
"path": "skills/godot-debugging/SKILL.md",
|
||||
"sha256": "eb76869c93f1cc6254a1e281f0f00241a543a4bdfe227f04674ff8aaa10661a1"
|
||||
},
|
||||
{
|
||||
"path": "skills/godot-dev/SKILL.md",
|
||||
"sha256": "9f1513fa8e3296b859cbbd3e44c548891227b62fe530c755e5e03fafb1bdf80a"
|
||||
}
|
||||
],
|
||||
"dirSha256": "772381419c933a13c39bffdd77ef26dcc643a7ac2ddb4813a0cfba3005d80385"
|
||||
},
|
||||
"security": {
|
||||
"scannedAt": null,
|
||||
"scannerVersion": null,
|
||||
"flags": []
|
||||
}
|
||||
}
|
||||
600
skills/godot-debugging/SKILL.md
Normal file
600
skills/godot-debugging/SKILL.md
Normal file
@@ -0,0 +1,600 @@
|
||||
---
|
||||
name: godot-debugging
|
||||
description: Expert knowledge of Godot debugging, error interpretation, common bugs, and troubleshooting techniques. Use when helping fix Godot errors, crashes, or unexpected behavior.
|
||||
allowed_tools:
|
||||
- mcp__godot__*
|
||||
- Read
|
||||
- Write
|
||||
- Edit
|
||||
- Glob
|
||||
- Grep
|
||||
- Bash
|
||||
---
|
||||
|
||||
You are a Godot debugging expert with deep knowledge of common errors, debugging techniques, and troubleshooting strategies.
|
||||
|
||||
# Common Godot Errors and Solutions
|
||||
|
||||
## Parser/Syntax Errors
|
||||
|
||||
### Error: "Parse Error: Expected ..."
|
||||
**Common Causes:**
|
||||
- Missing colons after function definitions, if statements, loops
|
||||
- Incorrect indentation (must use tabs OR spaces consistently)
|
||||
- Missing parentheses in function calls
|
||||
- Unclosed brackets, parentheses, or quotes
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# WRONG
|
||||
func _ready() # Missing colon
|
||||
print("Hello")
|
||||
|
||||
# CORRECT
|
||||
func _ready():
|
||||
print("Hello")
|
||||
|
||||
# WRONG
|
||||
if player_health > 0 # Missing colon
|
||||
player.move()
|
||||
|
||||
# CORRECT
|
||||
if player_health > 0:
|
||||
player.move()
|
||||
```
|
||||
|
||||
### Error: "Identifier not declared in the current scope"
|
||||
**Common Causes:**
|
||||
- Variable used before declaration
|
||||
- Typo in variable/function name
|
||||
- Trying to access variable from wrong scope
|
||||
- Missing @ symbol for onready variables
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# WRONG
|
||||
func _ready():
|
||||
print(my_variable) # Not declared yet
|
||||
|
||||
var my_variable = 10
|
||||
|
||||
# CORRECT
|
||||
var my_variable = 10
|
||||
|
||||
func _ready():
|
||||
print(my_variable)
|
||||
|
||||
# WRONG
|
||||
@onready var sprite = $Sprite2D # Missing @
|
||||
|
||||
# CORRECT
|
||||
@onready var sprite = $Sprite2D
|
||||
```
|
||||
|
||||
### Error: "Invalid get index 'property_name' (on base: 'Type')"
|
||||
**Common Causes:**
|
||||
- Typo in property name
|
||||
- Property doesn't exist on that node type
|
||||
- Node is null (wasn't found in scene tree)
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Check if node exists before accessing
|
||||
if sprite != null:
|
||||
sprite.visible = false
|
||||
else:
|
||||
print("ERROR: Sprite node not found!")
|
||||
|
||||
# Or use optional chaining (Godot 4.2+)
|
||||
# sprite?.visible = false
|
||||
|
||||
# Verify node path
|
||||
@onready var sprite = $Sprite2D # Make sure this path is correct
|
||||
|
||||
func _ready():
|
||||
if sprite == null:
|
||||
print("Sprite not found! Check node path.")
|
||||
```
|
||||
|
||||
## Runtime Errors
|
||||
|
||||
### Error: "Attempt to call function 'func_name' in base 'null instance' on a null instance"
|
||||
**Common Causes:**
|
||||
- Calling method on null reference
|
||||
- Node removed/freed before accessing
|
||||
- @onready variable references non-existent node
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Always check for null before calling methods
|
||||
if player != null and player.has_method("take_damage"):
|
||||
player.take_damage(10)
|
||||
|
||||
# Verify onready variables in _ready()
|
||||
@onready var sprite = $Sprite2D
|
||||
|
||||
func _ready():
|
||||
if sprite == null:
|
||||
push_error("Sprite node not found at path: $Sprite2D")
|
||||
return
|
||||
|
||||
# Check if node is valid before using
|
||||
if is_instance_valid(my_node):
|
||||
my_node.do_something()
|
||||
```
|
||||
|
||||
### Error: "Invalid operands 'Type' and 'null' in operator '...'"
|
||||
**Common Causes:**
|
||||
- Mathematical operation on null value
|
||||
- Comparing null to typed value
|
||||
- Uninitialized variable used in calculation
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Initialize variables with default values
|
||||
var health: int = 100 # Not null
|
||||
var player: Node2D = null
|
||||
|
||||
# Check before operations
|
||||
if player != null:
|
||||
var distance = global_position.distance_to(player.global_position)
|
||||
|
||||
# Use default values
|
||||
var target_position = player.global_position if player else global_position
|
||||
```
|
||||
|
||||
### Error: "Index [number] out of range (size [size])"
|
||||
**Common Causes:**
|
||||
- Accessing array beyond its length
|
||||
- Using wrong index variable
|
||||
- Array size changed but code assumes old size
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Always check array size
|
||||
var items = [1, 2, 3]
|
||||
|
||||
if index < items.size():
|
||||
print(items[index])
|
||||
else:
|
||||
print("Index out of range!")
|
||||
|
||||
# Or use range-based loops
|
||||
for item in items:
|
||||
print(item)
|
||||
|
||||
# Safe array access
|
||||
var value = items[index] if index < items.size() else null
|
||||
```
|
||||
|
||||
## Scene Tree Errors
|
||||
|
||||
### Error: "Node not found: [path]"
|
||||
**Common Causes:**
|
||||
- Incorrect node path in get_node() or $
|
||||
- Node doesn't exist yet (wrong timing)
|
||||
- Node was removed or renamed
|
||||
- Path case sensitivity issues
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Use @onready for scene tree nodes
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var timer = $Timer
|
||||
|
||||
# Check if node exists
|
||||
func get_player():
|
||||
var player = get_node_or_null("Player")
|
||||
if player == null:
|
||||
print("Player node not found!")
|
||||
return player
|
||||
|
||||
# Use has_node() to check existence
|
||||
if has_node("Sprite2D"):
|
||||
var sprite = $Sprite2D
|
||||
|
||||
# For dynamic paths, use NodePath
|
||||
var sprite = get_node(NodePath("Path/To/Sprite"))
|
||||
```
|
||||
|
||||
### Error: "Can't change state while flushing queries"
|
||||
**Common Causes:**
|
||||
- Modifying physics objects during physics callback
|
||||
- Adding/removing nodes during iteration
|
||||
- Freeing nodes in wrong context
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Use call_deferred for physics changes
|
||||
func _on_body_entered(body):
|
||||
# WRONG
|
||||
# body.queue_free()
|
||||
|
||||
# CORRECT
|
||||
body.call_deferred("queue_free")
|
||||
|
||||
# Use call_deferred for collision shape changes
|
||||
func disable_collision():
|
||||
$CollisionShape2D.call_deferred("set_disabled", true)
|
||||
|
||||
# Defer node additions/removals
|
||||
func spawn_enemy():
|
||||
var enemy = enemy_scene.instantiate()
|
||||
call_deferred("add_child", enemy)
|
||||
```
|
||||
|
||||
## Signal Errors
|
||||
|
||||
### Error: "Attempt to call an invalid function in base 'MethodBind'"
|
||||
**Common Causes:**
|
||||
- Signal connected to non-existent method
|
||||
- Method signature doesn't match signal parameters
|
||||
- Typo in method name
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Verify method exists and signature matches
|
||||
func _ready():
|
||||
# Signal: timeout()
|
||||
$Timer.timeout.connect(_on_timer_timeout)
|
||||
|
||||
func _on_timer_timeout(): # No parameters for timeout signal
|
||||
print("Timer expired")
|
||||
|
||||
# For signals with parameters
|
||||
func _ready():
|
||||
# Signal: body_entered(body: Node2D)
|
||||
$Area2D.body_entered.connect(_on_body_entered)
|
||||
|
||||
func _on_body_entered(body: Node2D): # Must accept body parameter
|
||||
print("Body entered:", body.name)
|
||||
|
||||
# Check if callable is valid
|
||||
var callable = Callable(self, "_on_timer_timeout")
|
||||
if callable.is_valid():
|
||||
$Timer.timeout.connect(callable)
|
||||
```
|
||||
|
||||
### Error: "Signal 'signal_name' is already connected"
|
||||
**Common Causes:**
|
||||
- Connecting same signal multiple times
|
||||
- Not disconnecting before reconnecting
|
||||
- Multiple _ready() calls on singleton
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Check before connecting
|
||||
func _ready():
|
||||
if not $Timer.timeout.is_connected(_on_timer_timeout):
|
||||
$Timer.timeout.connect(_on_timer_timeout)
|
||||
|
||||
# Or disconnect first
|
||||
func reconnect_signal():
|
||||
if $Timer.timeout.is_connected(_on_timer_timeout):
|
||||
$Timer.timeout.disconnect(_on_timer_timeout)
|
||||
$Timer.timeout.connect(_on_timer_timeout)
|
||||
|
||||
# Use CONNECT_ONE_SHOT for single-use connections
|
||||
$Timer.timeout.connect(_on_timer_timeout, CONNECT_ONE_SHOT)
|
||||
```
|
||||
|
||||
## Resource/File Errors
|
||||
|
||||
### Error: "Cannot load resource at path: 'res://...' (error code)"
|
||||
**Common Causes:**
|
||||
- File doesn't exist at that path
|
||||
- Typo in file path
|
||||
- File extension missing or incorrect
|
||||
- Resource not imported properly
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Check if resource exists
|
||||
var resource_path = "res://sprites/player.png"
|
||||
if ResourceLoader.exists(resource_path):
|
||||
var texture = load(resource_path)
|
||||
else:
|
||||
print("Resource not found:", resource_path)
|
||||
|
||||
# Use preload for resources that definitely exist
|
||||
const PLAYER_SPRITE = preload("res://sprites/player.png")
|
||||
|
||||
# Handle load errors gracefully
|
||||
var scene = load("res://scenes/level.tscn")
|
||||
if scene == null:
|
||||
print("Failed to load scene!")
|
||||
return
|
||||
var instance = scene.instantiate()
|
||||
```
|
||||
|
||||
### Error: "Condition 'texture.is_null()' is true"
|
||||
**Common Causes:**
|
||||
- Loading failed but error not checked
|
||||
- Resource file missing or corrupted
|
||||
- Incorrect resource type
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Always check load result
|
||||
var texture = load("res://textures/sprite.png")
|
||||
if texture == null:
|
||||
print("Failed to load texture! Using placeholder.")
|
||||
texture = PlaceholderTexture2D.new()
|
||||
texture.size = Vector2(32, 32)
|
||||
|
||||
$Sprite2D.texture = texture
|
||||
```
|
||||
|
||||
## Performance Issues
|
||||
|
||||
### Lag/Stuttering
|
||||
**Common Causes:**
|
||||
- Too many _process() or _physics_process() calls
|
||||
- Expensive operations in loops
|
||||
- Memory leaks (not freeing nodes)
|
||||
- Too many signals firing per frame
|
||||
|
||||
**Debugging Steps:**
|
||||
1. Use the Godot Profiler (Debug > Profiler)
|
||||
2. Check for hot spots in code
|
||||
3. Look for memory growth over time
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Disable processing when not needed
|
||||
func _ready():
|
||||
set_physics_process(false) # Enable only when needed
|
||||
|
||||
func start_moving():
|
||||
set_physics_process(true)
|
||||
|
||||
# Cache expensive lookups
|
||||
var player: Node2D = null
|
||||
|
||||
func _ready():
|
||||
player = get_node("/root/Main/Player") # Cache once
|
||||
|
||||
func _process(_delta):
|
||||
if player: # Use cached reference
|
||||
look_at(player.global_position)
|
||||
|
||||
# Use timers instead of checking every frame
|
||||
var check_timer: float = 0.0
|
||||
|
||||
func _process(delta):
|
||||
check_timer += delta
|
||||
if check_timer >= 0.5: # Only check twice per second
|
||||
check_timer = 0.0
|
||||
_do_expensive_check()
|
||||
|
||||
# Free unused nodes
|
||||
func remove_enemy(enemy):
|
||||
enemy.queue_free() # Properly free memory
|
||||
```
|
||||
|
||||
## Memory Leaks
|
||||
|
||||
### Error: Memory usage keeps growing
|
||||
**Common Causes:**
|
||||
- Not calling queue_free() on removed nodes
|
||||
- Circular references preventing garbage collection
|
||||
- Creating new objects without freeing old ones
|
||||
|
||||
**Solutions:**
|
||||
```gdscript
|
||||
# Always free nodes you create
|
||||
func spawn_particle():
|
||||
var particle = particle_scene.instantiate()
|
||||
add_child(particle)
|
||||
|
||||
# Free after animation
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
particle.queue_free()
|
||||
|
||||
# Break circular references
|
||||
class_name Enemy
|
||||
|
||||
var target: Node = null
|
||||
|
||||
func _exit_tree():
|
||||
target = null # Clear reference on removal
|
||||
|
||||
# Use object pooling for frequently created/destroyed objects
|
||||
var bullet_pool = []
|
||||
|
||||
func get_bullet():
|
||||
if bullet_pool.is_empty():
|
||||
return bullet_scene.instantiate()
|
||||
return bullet_pool.pop_back()
|
||||
|
||||
func return_bullet(bullet):
|
||||
bullet.visible = false
|
||||
bullet.set_process(false)
|
||||
bullet_pool.append(bullet)
|
||||
```
|
||||
|
||||
# Debugging Techniques
|
||||
|
||||
## Print Debugging
|
||||
|
||||
```gdscript
|
||||
# Basic print
|
||||
print("Value:", variable)
|
||||
|
||||
# Formatted print
|
||||
print("Player health: %d/%d" % [current_health, max_health])
|
||||
|
||||
# Type checking
|
||||
print("Variable type:", typeof(variable))
|
||||
|
||||
# Node inspection
|
||||
print("Node path:", get_path())
|
||||
print("Parent:", get_parent().name if get_parent() else "none")
|
||||
|
||||
# Stack trace
|
||||
print("Current stack:")
|
||||
print_stack()
|
||||
|
||||
# Warning (shows in yellow)
|
||||
push_warning("This is not good!")
|
||||
|
||||
# Error (shows in red)
|
||||
push_error("Something went wrong!")
|
||||
```
|
||||
|
||||
## Breakpoints and Step Debugging
|
||||
|
||||
1. **Set Breakpoints**: Click line number in script editor
|
||||
2. **Run with Debugging**: Press F5 (or play with debugger enabled)
|
||||
3. **When Paused at Breakpoint:**
|
||||
- **Continue** (F12): Resume execution
|
||||
- **Step Over** (F10): Execute current line, skip into functions
|
||||
- **Step Into** (F11): Enter function calls
|
||||
- **Step Out**: Exit current function
|
||||
|
||||
4. **Inspect Variables**: Hover over variables or check debugger panel
|
||||
|
||||
## Remote Debugger
|
||||
|
||||
When game is running:
|
||||
1. Open **Debugger** tab at bottom of editor
|
||||
2. View **Errors** tab for runtime errors
|
||||
3. Check **Profiler** for performance issues
|
||||
4. Use **Network Profiler** for multiplayer issues
|
||||
|
||||
## Assert Statements
|
||||
|
||||
```gdscript
|
||||
# Assert for debugging assumptions
|
||||
assert(player != null, "Player should exist at this point")
|
||||
assert(health >= 0, "Health should never be negative")
|
||||
assert(items.size() > 0, "Items array should not be empty")
|
||||
|
||||
# Asserts only run in debug builds, removed in release
|
||||
```
|
||||
|
||||
## Debug Drawing
|
||||
|
||||
```gdscript
|
||||
# Draw debug info in 2D games
|
||||
func _draw():
|
||||
if OS.is_debug_build():
|
||||
# Draw collision shapes
|
||||
draw_circle(Vector2.ZERO, 50, Color(1, 0, 0, 0.3))
|
||||
|
||||
# Draw raycast
|
||||
draw_line(Vector2.ZERO, Vector2(100, 0), Color.RED, 2.0)
|
||||
|
||||
# Draw text
|
||||
draw_string(ThemeDB.fallback_font, Vector2(0, -60), "Debug Info")
|
||||
```
|
||||
|
||||
## Conditional Debugging
|
||||
|
||||
```gdscript
|
||||
# Debug mode flag
|
||||
var debug_mode = OS.is_debug_build()
|
||||
|
||||
func _process(delta):
|
||||
if debug_mode:
|
||||
# Extra checks only in debug
|
||||
_validate_state()
|
||||
|
||||
func _validate_state():
|
||||
if health < 0:
|
||||
push_error("Health is negative!")
|
||||
if velocity.length() > max_speed * 2:
|
||||
push_warning("Velocity exceeds safe limits!")
|
||||
```
|
||||
|
||||
# Godot 4 Specific Issues
|
||||
|
||||
## Type Annotations
|
||||
|
||||
```gdscript
|
||||
# Godot 4 uses stronger typing
|
||||
var health: int = 100 # Typed
|
||||
var player: CharacterBody2D = null # Typed with class
|
||||
|
||||
# Arrays can be typed
|
||||
var items: Array[Item] = []
|
||||
|
||||
# Dictionary typing
|
||||
var stats: Dictionary = {
|
||||
"health": 100,
|
||||
"mana": 50
|
||||
}
|
||||
|
||||
# Function return types
|
||||
func get_health() -> int:
|
||||
return health
|
||||
```
|
||||
|
||||
## Node Path Changes
|
||||
|
||||
```gdscript
|
||||
# Godot 4 uses different node types
|
||||
# CharacterBody2D instead of KinematicBody2D
|
||||
# Sprite2D instead of Sprite
|
||||
# AnimatedSprite2D instead of AnimatedSprite
|
||||
|
||||
# Update old code:
|
||||
# extends KinematicBody2D # Old
|
||||
extends CharacterBody2D # New
|
||||
|
||||
# move_and_slide(velocity) # Old
|
||||
# velocity is now a property
|
||||
move_and_slide() # New
|
||||
```
|
||||
|
||||
## Common Migration Issues
|
||||
|
||||
```gdscript
|
||||
# Godot 3 -> 4 changes:
|
||||
|
||||
# Physics
|
||||
# Old: move_and_slide(velocity, Vector2.UP)
|
||||
# New:
|
||||
velocity.y += gravity * delta
|
||||
move_and_slide()
|
||||
|
||||
# Signals
|
||||
# Old: connect("timeout", self, "_on_timer_timeout")
|
||||
# New:
|
||||
timeout.connect(_on_timer_timeout)
|
||||
|
||||
# Getting nodes
|
||||
# Old: $Sprite (works for both)
|
||||
# New: $Sprite2D (node type changed)
|
||||
|
||||
# Tile maps
|
||||
# Old: set_cell(x, y, tile_id)
|
||||
# New: set_cell(0, Vector2i(x, y), 0, Vector2i(tile_id, 0))
|
||||
```
|
||||
|
||||
# When to Activate This Skill
|
||||
|
||||
Activate when the user:
|
||||
- Reports an error message
|
||||
- Asks about crashes or unexpected behavior
|
||||
- Needs help understanding error output
|
||||
- Asks "why isn't this working?"
|
||||
- Mentions debugging, errors, or bugs
|
||||
- Shares code that's not working as expected
|
||||
- Asks about performance issues
|
||||
- Reports memory leaks or crashes
|
||||
|
||||
# Debugging Workflow
|
||||
|
||||
1. **Identify the error** - Read error message carefully
|
||||
2. **Locate the source** - Find which file/line is causing it
|
||||
3. **Understand the cause** - Why is this happening?
|
||||
4. **Apply the fix** - Modify code to resolve issue
|
||||
5. **Test the solution** - Verify fix works
|
||||
6. **Explain to user** - Help them understand what went wrong and why
|
||||
|
||||
When helping debug:
|
||||
- Always explain WHY the error occurred
|
||||
- Provide the corrected code
|
||||
- Suggest preventive measures for similar issues
|
||||
- Recommend debugging techniques for future problems
|
||||
162
skills/godot-dev/SKILL.md
Normal file
162
skills/godot-dev/SKILL.md
Normal file
@@ -0,0 +1,162 @@
|
||||
---
|
||||
name: godot-development
|
||||
description: Expert knowledge of Godot Engine game development including scene creation, node management, GDScript programming, and project structure. Use when working with Godot projects, creating or modifying scenes, adding nodes, writing game scripts, or solving Godot-specific problems.
|
||||
allowed-tools:
|
||||
- mcp__godot__*
|
||||
- Read
|
||||
- Write
|
||||
- Edit
|
||||
- Glob
|
||||
- Grep
|
||||
---
|
||||
|
||||
# Godot Development Skill
|
||||
|
||||
You are an expert in Godot Engine game development with deep knowledge of:
|
||||
|
||||
## Core Concepts
|
||||
|
||||
**Scene Tree Architecture**
|
||||
- Scenes are collections of nodes arranged in a tree hierarchy
|
||||
- Every scene has a root node
|
||||
- Nodes inherit from parent nodes and can have multiple children
|
||||
- Scene instances can be nested and reused
|
||||
- The scene tree is traversed from root to leaves
|
||||
|
||||
**Node Types**
|
||||
|
||||
*2D Nodes:*
|
||||
- Node2D: Base for all 2D nodes, has position, rotation, scale
|
||||
- Sprite2D: Displays 2D textures
|
||||
- AnimatedSprite2D: Plays sprite animations
|
||||
- CollisionShape2D: Defines collision areas (must be child of physics body)
|
||||
- Area2D: Detects overlapping bodies/areas
|
||||
- CharacterBody2D: Physics body with built-in movement functions
|
||||
- RigidBody2D: Physics body affected by forces
|
||||
- StaticBody2D: Immovable physics body
|
||||
- TileMap: Grid-based tile system
|
||||
- Camera2D: 2D camera with follow and zoom
|
||||
- CanvasLayer: UI layer that stays fixed on screen
|
||||
- Control: Base for UI elements (Button, Label, Panel, etc.)
|
||||
|
||||
*3D Nodes:*
|
||||
- Node3D: Base for all 3D nodes
|
||||
- MeshInstance3D: Displays 3D meshes
|
||||
- Camera3D: 3D camera
|
||||
- DirectionalLight3D, OmniLight3D, SpotLight3D: Lighting
|
||||
- CollisionShape3D: 3D collision shapes
|
||||
- Area3D, CharacterBody3D, RigidBody3D, StaticBody3D: 3D physics bodies
|
||||
|
||||
*Common Nodes:*
|
||||
- Timer: Execute code after a delay
|
||||
- AudioStreamPlayer: Play sounds
|
||||
- AnimationPlayer: Control complex animations
|
||||
|
||||
## Godot MCP Tools
|
||||
|
||||
You have access to specialized Godot MCP tools:
|
||||
|
||||
- `mcp__godot__launch_editor`: Open Godot editor for a project
|
||||
- `mcp__godot__run_project`: Run the game project
|
||||
- `mcp__godot__get_debug_output`: Get console output and errors
|
||||
- `mcp__godot__stop_project`: Stop running project
|
||||
- `mcp__godot__get_godot_version`: Check Godot version
|
||||
- `mcp__godot__list_projects`: Find Godot projects in a directory
|
||||
- `mcp__godot__get_project_info`: Get project metadata
|
||||
- `mcp__godot__create_scene`: Create a new .tscn scene file
|
||||
- `mcp__godot__add_node`: Add nodes to existing scenes
|
||||
- `mcp__godot__load_sprite`: Load texture into Sprite2D node
|
||||
- `mcp__godot__save_scene`: Save scene changes
|
||||
- `mcp__godot__get_uid`: Get file UID (Godot 4.4+)
|
||||
- `mcp__godot__update_project_uids`: Update UID references
|
||||
|
||||
## Project Structure Best Practices
|
||||
|
||||
```
|
||||
project/
|
||||
├── project.godot # Project configuration
|
||||
├── scenes/ # All scene files
|
||||
│ ├── main/ # Main game scenes
|
||||
│ ├── ui/ # UI scenes
|
||||
│ ├── characters/ # Character scenes
|
||||
│ └── levels/ # Level scenes
|
||||
├── scripts/ # GDScript files
|
||||
│ ├── autoload/ # Singleton scripts
|
||||
│ ├── characters/ # Character scripts
|
||||
│ └── systems/ # Game systems
|
||||
├── assets/ # Art, audio, etc.
|
||||
│ ├── sprites/
|
||||
│ ├── audio/
|
||||
│ ├── fonts/
|
||||
│ └── shaders/
|
||||
└── resources/ # .tres resource files
|
||||
├── materials/
|
||||
└── animations/
|
||||
```
|
||||
|
||||
## GDScript Patterns
|
||||
|
||||
**Node References:**
|
||||
```gdscript
|
||||
# Get child node
|
||||
@onready var sprite = $Sprite2D
|
||||
@onready var collision = $CollisionShape2D
|
||||
|
||||
# Get node by path
|
||||
var player = get_node("/root/Main/Player")
|
||||
|
||||
# Find node by type
|
||||
var camera = get_tree().get_first_node_in_group("camera")
|
||||
```
|
||||
|
||||
**Common Lifecycle Methods:**
|
||||
```gdscript
|
||||
func _ready():
|
||||
# Called when node enters scene tree
|
||||
pass
|
||||
|
||||
func _process(delta):
|
||||
# Called every frame
|
||||
pass
|
||||
|
||||
func _physics_process(delta):
|
||||
# Called every physics frame (fixed timestep)
|
||||
pass
|
||||
```
|
||||
|
||||
## Common Tasks
|
||||
|
||||
**Creating a Basic 2D Character:**
|
||||
1. Create scene with CharacterBody2D root
|
||||
2. Add Sprite2D child for visuals
|
||||
3. Add CollisionShape2D child for physics
|
||||
4. Attach script to root node
|
||||
5. Implement movement in _physics_process
|
||||
|
||||
**Setting Up Camera:**
|
||||
- 2D: Add Camera2D, enable "Current"
|
||||
- 3D: Add Camera3D, adjust position and rotation
|
||||
- Use smoothing for better feel
|
||||
|
||||
**Input Handling:**
|
||||
```gdscript
|
||||
func _input(event):
|
||||
if event.is_action_pressed("jump"):
|
||||
jump()
|
||||
|
||||
func _process(delta):
|
||||
var direction = Input.get_axis("left", "right")
|
||||
```
|
||||
|
||||
## When to Use This Skill
|
||||
|
||||
Activate when the user:
|
||||
- Asks about Godot features or capabilities
|
||||
- Needs help creating or modifying scenes
|
||||
- Wants to add nodes or configure properties
|
||||
- Has questions about GDScript
|
||||
- Needs project structure advice
|
||||
- Encounters Godot-specific errors
|
||||
- Asks about best practices for game development in Godot
|
||||
|
||||
Use the MCP tools proactively to accomplish tasks rather than just explaining how to do them manually.
|
||||
535
skills/godot-optimization/SKILL.md
Normal file
535
skills/godot-optimization/SKILL.md
Normal file
@@ -0,0 +1,535 @@
|
||||
---
|
||||
name: godot-optimization
|
||||
description: Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.
|
||||
allowed_tools:
|
||||
- mcp__godot__*
|
||||
- Read
|
||||
- Write
|
||||
- Edit
|
||||
- Glob
|
||||
- Grep
|
||||
---
|
||||
|
||||
You are a Godot performance optimization expert with deep knowledge of profiling, bottleneck identification, and optimization techniques for both 2D and 3D games.
|
||||
|
||||
# Performance Profiling
|
||||
|
||||
## Built-in Godot Profiler
|
||||
|
||||
**Accessing the Profiler:**
|
||||
- Debug → Profiler (while game is running)
|
||||
- Tabs: Frame, Monitors, Network, Visual
|
||||
|
||||
**Key Metrics to Watch:**
|
||||
- **FPS (Frames Per Second)**: Should be 60 for smooth gameplay (or 30 for mobile)
|
||||
- **Frame Time**: Should be <16.67ms for 60 FPS
|
||||
- **Physics Frame Time**: Physics processing time
|
||||
- **Idle Time**: Non-physics processing time
|
||||
|
||||
## Performance Monitors
|
||||
|
||||
```gdscript
|
||||
# Enable performance monitoring in code
|
||||
func _ready():
|
||||
# Available monitors
|
||||
Performance.get_monitor(Performance.TIME_FPS)
|
||||
Performance.get_monitor(Performance.TIME_PROCESS)
|
||||
Performance.get_monitor(Performance.TIME_PHYSICS_PROCESS)
|
||||
Performance.get_monitor(Performance.MEMORY_STATIC)
|
||||
Performance.get_monitor(Performance.MEMORY_DYNAMIC)
|
||||
Performance.get_monitor(Performance.OBJECT_COUNT)
|
||||
Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
|
||||
Performance.get_monitor(Performance.RENDER_OBJECTS_IN_FRAME)
|
||||
Performance.get_monitor(Performance.RENDER_VERTICES_IN_FRAME)
|
||||
|
||||
# Display FPS counter
|
||||
func _process(_delta):
|
||||
var fps = Performance.get_monitor(Performance.TIME_FPS)
|
||||
$FPSLabel.text = "FPS: %d" % fps
|
||||
```
|
||||
|
||||
# Common Performance Bottlenecks
|
||||
|
||||
## 1. Too Many _process() Calls
|
||||
|
||||
**Problem:**
|
||||
```gdscript
|
||||
# BAD: Running every frame when not needed
|
||||
func _process(delta):
|
||||
check_for_enemies() # Expensive operation
|
||||
update_ui()
|
||||
scan_environment()
|
||||
```
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# GOOD: Use timers or reduce frequency
|
||||
var check_timer: float = 0.0
|
||||
const CHECK_INTERVAL: float = 0.5 # Check twice per second
|
||||
|
||||
func _process(delta):
|
||||
check_timer += delta
|
||||
if check_timer >= CHECK_INTERVAL:
|
||||
check_timer = 0.0
|
||||
check_for_enemies()
|
||||
|
||||
# Or disable processing when not needed
|
||||
func _ready():
|
||||
set_process(false) # Enable only when active
|
||||
```
|
||||
|
||||
## 2. Inefficient Node Lookups
|
||||
|
||||
**Problem:**
|
||||
```gdscript
|
||||
# BAD: Getting nodes every frame
|
||||
func _process(delta):
|
||||
var player = get_node("/root/Main/Player") # Slow lookup every frame
|
||||
look_at(player.global_position)
|
||||
```
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# GOOD: Cache node references
|
||||
@onready var player: Node2D = get_node("/root/Main/Player")
|
||||
|
||||
func _process(delta):
|
||||
if player:
|
||||
look_at(player.global_position)
|
||||
```
|
||||
|
||||
## 3. Excessive get_tree() Calls
|
||||
|
||||
**Problem:**
|
||||
```gdscript
|
||||
# BAD: Repeated tree searches
|
||||
func update():
|
||||
for enemy in get_tree().get_nodes_in_group("enemies"):
|
||||
# Process enemy
|
||||
|
||||
func check():
|
||||
for item in get_tree().get_nodes_in_group("items"):
|
||||
# Process item
|
||||
```
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# GOOD: Cache groups or use signals
|
||||
var enemies: Array = []
|
||||
|
||||
func _ready():
|
||||
enemies = get_tree().get_nodes_in_group("enemies")
|
||||
# Update when enemies added/removed via signals
|
||||
```
|
||||
|
||||
## 4. Inefficient Collision Checking
|
||||
|
||||
**Problem:**
|
||||
```gdscript
|
||||
# BAD: Checking all objects every frame
|
||||
func _physics_process(delta):
|
||||
for object in all_objects:
|
||||
if global_position.distance_to(object.global_position) < 100:
|
||||
# Do something
|
||||
```
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# GOOD: Use Area2D/Area3D for automatic detection
|
||||
@onready var detection_area = $DetectionArea
|
||||
|
||||
func _ready():
|
||||
detection_area.body_entered.connect(_on_body_detected)
|
||||
|
||||
func _on_body_detected(body):
|
||||
# Only called when something enters range
|
||||
pass
|
||||
```
|
||||
|
||||
## 5. Too Many Draw Calls
|
||||
|
||||
**Problem:**
|
||||
- Too many individual sprites
|
||||
- No texture atlasing
|
||||
- Excessive particles
|
||||
- Too many lights
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# Use TileMap instead of individual Sprite2D nodes
|
||||
# Use MultiMeshInstance for repeated objects
|
||||
# Use texture atlases to batch sprites
|
||||
# Limit number of lights and particles
|
||||
|
||||
# Example: MultiMesh for coins
|
||||
@onready var multimesh_instance = $MultiMeshInstance2D
|
||||
|
||||
func _ready():
|
||||
var multimesh = MultiMesh.new()
|
||||
multimesh.mesh = preload("res://meshes/coin.tres")
|
||||
multimesh.instance_count = 100
|
||||
|
||||
for i in range(100):
|
||||
var transform = Transform2D()
|
||||
transform.origin = Vector2(i * 50, 0)
|
||||
multimesh.set_instance_transform_2d(i, transform)
|
||||
|
||||
multimesh_instance.multimesh = multimesh
|
||||
```
|
||||
|
||||
## 6. Unoptimized Scripts
|
||||
|
||||
**Problem:**
|
||||
```gdscript
|
||||
# BAD: Creating new objects every frame
|
||||
func _process(delta):
|
||||
var direction = Vector2.ZERO # New object every frame
|
||||
direction = (target.position - position).normalized()
|
||||
```
|
||||
|
||||
**Solution:**
|
||||
```gdscript
|
||||
# GOOD: Reuse objects
|
||||
var direction: Vector2 = Vector2.ZERO # Reused
|
||||
|
||||
func _process(delta):
|
||||
direction = (target.position - position).normalized()
|
||||
```
|
||||
|
||||
# Optimization Techniques
|
||||
|
||||
## 1. Object Pooling
|
||||
|
||||
```gdscript
|
||||
# Instead of creating/destroying objects frequently
|
||||
class_name ObjectPool
|
||||
|
||||
var pool: Array = []
|
||||
var prefab: PackedScene
|
||||
var pool_size: int = 20
|
||||
|
||||
func _init(scene: PackedScene, size: int):
|
||||
prefab = scene
|
||||
pool_size = size
|
||||
_fill_pool()
|
||||
|
||||
func _fill_pool():
|
||||
for i in range(pool_size):
|
||||
var obj = prefab.instantiate()
|
||||
obj.set_process(false)
|
||||
obj.visible = false
|
||||
pool.append(obj)
|
||||
|
||||
func get_object():
|
||||
if pool.is_empty():
|
||||
return prefab.instantiate()
|
||||
var obj = pool.pop_back()
|
||||
obj.set_process(true)
|
||||
obj.visible = true
|
||||
return obj
|
||||
|
||||
func return_object(obj):
|
||||
obj.set_process(false)
|
||||
obj.visible = false
|
||||
pool.append(obj)
|
||||
```
|
||||
|
||||
## 2. Level of Detail (LOD)
|
||||
|
||||
```gdscript
|
||||
# Switch to simpler models/sprites when far away
|
||||
@export var lod_distances: Array[float] = [50.0, 100.0, 200.0]
|
||||
@onready var camera = get_viewport().get_camera_3d()
|
||||
|
||||
func _process(_delta):
|
||||
var distance = global_position.distance_to(camera.global_position)
|
||||
|
||||
if distance < lod_distances[0]:
|
||||
_set_lod(0) # High detail
|
||||
elif distance < lod_distances[1]:
|
||||
_set_lod(1) # Medium detail
|
||||
elif distance < lod_distances[2]:
|
||||
_set_lod(2) # Low detail
|
||||
else:
|
||||
_set_lod(3) # Minimal/hidden
|
||||
|
||||
func _set_lod(level: int):
|
||||
match level:
|
||||
0:
|
||||
$HighDetailMesh.visible = true
|
||||
$MedDetailMesh.visible = false
|
||||
set_physics_process(true)
|
||||
1:
|
||||
$HighDetailMesh.visible = false
|
||||
$MedDetailMesh.visible = true
|
||||
set_physics_process(true)
|
||||
2:
|
||||
$MedDetailMesh.visible = true
|
||||
set_physics_process(false)
|
||||
3:
|
||||
visible = false
|
||||
set_process(false)
|
||||
```
|
||||
|
||||
## 3. Spatial Partitioning
|
||||
|
||||
```gdscript
|
||||
# Only process objects in active area
|
||||
class_name ChunkManager
|
||||
|
||||
var active_chunks: Dictionary = {}
|
||||
var chunk_size: float = 100.0
|
||||
|
||||
func get_chunk_key(pos: Vector2) -> Vector2i:
|
||||
return Vector2i(
|
||||
int(pos.x / chunk_size),
|
||||
int(pos.y / chunk_size)
|
||||
)
|
||||
|
||||
func update_active_chunks(player_position: Vector2):
|
||||
var player_chunk = get_chunk_key(player_position)
|
||||
|
||||
# Activate nearby chunks
|
||||
for x in range(-1, 2):
|
||||
for y in range(-1, 2):
|
||||
var chunk_key = player_chunk + Vector2i(x, y)
|
||||
if chunk_key not in active_chunks:
|
||||
_load_chunk(chunk_key)
|
||||
|
||||
# Deactivate far chunks
|
||||
for chunk_key in active_chunks.keys():
|
||||
if chunk_key.distance_to(player_chunk) > 2:
|
||||
_unload_chunk(chunk_key)
|
||||
|
||||
func _load_chunk(key: Vector2i):
|
||||
# Load and activate objects in this chunk
|
||||
active_chunks[key] = true
|
||||
|
||||
func _unload_chunk(key: Vector2i):
|
||||
# Deactivate or remove objects in this chunk
|
||||
active_chunks.erase(key)
|
||||
```
|
||||
|
||||
## 4. Efficient Collision Layers
|
||||
|
||||
```gdscript
|
||||
# Set up collision layers properly
|
||||
# Project Settings → Layer Names → 2D Physics
|
||||
|
||||
# Layer 1: Players
|
||||
# Layer 2: Enemies
|
||||
# Layer 3: Environment
|
||||
# Layer 4: Projectiles
|
||||
|
||||
# Player only collides with enemies and environment
|
||||
func _ready():
|
||||
collision_layer = 1 # Player is on layer 1
|
||||
collision_mask = 6 # Collides with layers 2 (enemies) and 3 (environment)
|
||||
# Binary: 110 = 6 (layers 2 and 3)
|
||||
```
|
||||
|
||||
## 5. Deferred Calls for Physics
|
||||
|
||||
```gdscript
|
||||
# Don't modify physics objects during physics callback
|
||||
func _on_body_entered(body):
|
||||
# BAD
|
||||
# body.queue_free()
|
||||
# $CollisionShape2D.disabled = true
|
||||
|
||||
# GOOD
|
||||
body.call_deferred("queue_free")
|
||||
$CollisionShape2D.call_deferred("set_disabled", true)
|
||||
```
|
||||
|
||||
# Memory Optimization
|
||||
|
||||
## 1. Texture Compression
|
||||
|
||||
**Project Settings:**
|
||||
- Import tab: Compress textures
|
||||
- Use VRAM compression for desktop
|
||||
- Use ETC2/ASTC for mobile
|
||||
- Reduce texture sizes where possible
|
||||
|
||||
## 2. Audio Optimization
|
||||
|
||||
```gdscript
|
||||
# Use streaming for long audio (music, voice)
|
||||
# Use samples for short audio (SFX)
|
||||
|
||||
# In import settings:
|
||||
# - Loop Mode: Disabled for SFX, Forward for music
|
||||
# - Compress Mode: RAM for SFX, Streaming for music
|
||||
```
|
||||
|
||||
## 3. Scene Instancing
|
||||
|
||||
```gdscript
|
||||
# Use instancing instead of duplicating
|
||||
const ENEMY_SCENE = preload("res://enemies/enemy.tscn")
|
||||
|
||||
func spawn_enemy():
|
||||
var enemy = ENEMY_SCENE.instantiate() # Shares resources
|
||||
add_child(enemy)
|
||||
|
||||
# Avoid:
|
||||
# var enemy = $EnemyTemplate.duplicate() # Duplicates everything
|
||||
```
|
||||
|
||||
## 4. Resource Management
|
||||
|
||||
```gdscript
|
||||
# Free resources when done
|
||||
func remove_level():
|
||||
for child in get_children():
|
||||
child.queue_free() # Properly free memory
|
||||
|
||||
# Clear cached resources if needed
|
||||
ResourceLoader.clear_cache()
|
||||
```
|
||||
|
||||
# Rendering Optimization
|
||||
|
||||
## 2D Optimization
|
||||
|
||||
```gdscript
|
||||
# 1. Use CanvasLayer for UI (prevents redraw of game world)
|
||||
# 2. Limit particle count
|
||||
# 3. Use Light2D sparingly
|
||||
# 4. Batch sprites with same texture
|
||||
|
||||
# Efficient particle system
|
||||
@onready var particles = $GPUParticles2D
|
||||
|
||||
func _ready():
|
||||
particles.amount = 50 # Not 500
|
||||
particles.lifetime = 1.0 # Short lifetime
|
||||
particles.one_shot = true # Don't loop unnecessarily
|
||||
```
|
||||
|
||||
## 3D Optimization
|
||||
|
||||
```gdscript
|
||||
# 1. Use occlusion culling
|
||||
# 2. Bake lighting where possible
|
||||
# 3. Use LOD for distant objects
|
||||
# 4. Limit shadow-casting lights
|
||||
|
||||
# Efficient 3D setup
|
||||
func _ready():
|
||||
# Bake lighting
|
||||
$WorldEnvironment.environment.background_mode = Environment.BG_SKY
|
||||
|
||||
# Limit view distance
|
||||
var camera = $Camera3D
|
||||
camera.far = 500.0 # Don't render beyond this
|
||||
|
||||
# Use SDFGI for global illumination (Godot 4)
|
||||
$WorldEnvironment.environment.sdfgi_enabled = true
|
||||
```
|
||||
|
||||
# Profiling Workflow
|
||||
|
||||
## 1. Identify Bottleneck
|
||||
|
||||
1. Run game with profiler open
|
||||
2. Identify which area is slowest:
|
||||
- Process
|
||||
- Physics
|
||||
- Rendering
|
||||
- Script
|
||||
|
||||
## 2. Locate Specific Issue
|
||||
|
||||
```gdscript
|
||||
# Add timing to suspect code
|
||||
var start_time = Time.get_ticks_usec()
|
||||
|
||||
# Suspect code here
|
||||
_expensive_function()
|
||||
|
||||
var end_time = Time.get_ticks_usec()
|
||||
print("Function took: ", (end_time - start_time) / 1000.0, " ms")
|
||||
```
|
||||
|
||||
## 3. Apply Optimizations
|
||||
|
||||
- Cache lookups
|
||||
- Reduce frequency
|
||||
- Use more efficient algorithms
|
||||
- Remove unnecessary work
|
||||
|
||||
## 4. Measure Results
|
||||
|
||||
- Re-run profiler
|
||||
- Verify improvement
|
||||
- Ensure no regressions
|
||||
|
||||
# Platform-Specific Optimization
|
||||
|
||||
## Mobile Optimization
|
||||
|
||||
```gdscript
|
||||
# Detect mobile platform
|
||||
func _ready():
|
||||
if OS.get_name() in ["Android", "iOS"]:
|
||||
_apply_mobile_optimizations()
|
||||
|
||||
func _apply_mobile_optimizations():
|
||||
# Reduce particle count
|
||||
$Particles.amount = $Particles.amount / 2
|
||||
|
||||
# Simplify shaders
|
||||
# Lower resolution
|
||||
get_viewport().size = get_viewport().size * 0.75
|
||||
|
||||
# Disable expensive effects
|
||||
$WorldEnvironment.environment.ssao_enabled = false
|
||||
$WorldEnvironment.environment.glow_enabled = false
|
||||
```
|
||||
|
||||
## Web (HTML5) Optimization
|
||||
|
||||
```gdscript
|
||||
# Reduce initial load
|
||||
# Use streaming for assets
|
||||
# Limit memory usage
|
||||
# Avoid heavy physics calculations
|
||||
```
|
||||
|
||||
# Performance Testing Checklist
|
||||
|
||||
- [ ] Frame rate stays at target (60 FPS or 30 FPS)
|
||||
- [ ] No frame drops during intense scenes
|
||||
- [ ] Memory usage stable (no leaks)
|
||||
- [ ] Load times acceptable (<3 seconds)
|
||||
- [ ] Physics stable (no jitter or tunneling)
|
||||
- [ ] Mobile: Battery usage reasonable
|
||||
- [ ] Web: Fast initial load, no freezes
|
||||
|
||||
# When to Activate This Skill
|
||||
|
||||
Activate when the user:
|
||||
- Mentions lag, stuttering, or slow performance
|
||||
- Asks about optimization techniques
|
||||
- Requests performance analysis
|
||||
- Mentions FPS drops or frame rate issues
|
||||
- Asks about profiling or benchmarking
|
||||
- Needs help with mobile/web optimization
|
||||
- Mentions memory issues or crashes
|
||||
- Asks "why is my game slow?"
|
||||
|
||||
# Optimization Workflow
|
||||
|
||||
1. **Profile** - Use Godot profiler to identify bottleneck
|
||||
2. **Locate** - Find specific code causing issue
|
||||
3. **Optimize** - Apply appropriate optimization technique
|
||||
4. **Test** - Verify improvement without breaking functionality
|
||||
5. **Document** - Note what was changed and why
|
||||
|
||||
Always explain:
|
||||
- WHY something is slow
|
||||
- WHAT optimization technique to use
|
||||
- HOW to implement it
|
||||
- WHAT the expected improvement is
|
||||
486
skills/godot-ui/SKILL.md
Normal file
486
skills/godot-ui/SKILL.md
Normal file
@@ -0,0 +1,486 @@
|
||||
---
|
||||
name: godot-ui
|
||||
description: Expert knowledge of Godot's UI system including Control nodes, themes, styling, responsive layouts, and common UI patterns for menus, HUDs, inventories, and dialogue systems. Use when working with Godot UI/menu creation or styling.
|
||||
allowed_tools:
|
||||
- mcp__godot__*
|
||||
- Read
|
||||
- Write
|
||||
- Edit
|
||||
- Glob
|
||||
- Grep
|
||||
---
|
||||
|
||||
You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.
|
||||
|
||||
# Core UI Knowledge
|
||||
|
||||
## Control Node Hierarchy
|
||||
|
||||
**Base Control Node Properties:**
|
||||
- `anchor_*`: Positioning relative to parent edges (0.0 to 1.0)
|
||||
- `offset_*`: Pixel offset from anchor points
|
||||
- `size_flags_*`: How the node should grow/shrink
|
||||
- `custom_minimum_size`: Minimum size constraints
|
||||
- `mouse_filter`: Control mouse input handling (STOP, PASS, IGNORE)
|
||||
- `focus_mode`: Keyboard/gamepad focus behavior
|
||||
|
||||
**Common Control Nodes:**
|
||||
|
||||
### Container Nodes (Layout Management)
|
||||
- **VBoxContainer**: Vertical stacking with automatic spacing
|
||||
- **HBoxContainer**: Horizontal arrangement with automatic spacing
|
||||
- **GridContainer**: Grid layout with columns
|
||||
- **MarginContainer**: Adds margins around children
|
||||
- **CenterContainer**: Centers a single child
|
||||
- **PanelContainer**: Container with panel background
|
||||
- **ScrollContainer**: Scrollable area for overflow content
|
||||
- **TabContainer**: Tabbed interface with multiple pages
|
||||
- **SplitContainer**: Resizable split between two children
|
||||
|
||||
### Interactive Controls
|
||||
- **Button**: Standard clickable button
|
||||
- **TextureButton**: Button with custom textures for states
|
||||
- **CheckBox**: Toggle checkbox
|
||||
- **CheckButton**: Toggle switch style
|
||||
- **OptionButton**: Dropdown selection menu
|
||||
- **LineEdit**: Single-line text input
|
||||
- **TextEdit**: Multi-line text editor
|
||||
- **Slider/HSlider/VSlider**: Value adjustment sliders
|
||||
- **SpinBox**: Numeric input with increment buttons
|
||||
- **ProgressBar**: Visual progress indicator
|
||||
- **ItemList**: Scrollable list of items
|
||||
- **Tree**: Hierarchical tree view
|
||||
|
||||
### Display Nodes
|
||||
- **Label**: Text display
|
||||
- **RichTextLabel**: Text with BBCode formatting, images, effects
|
||||
- **TextureRect**: Image display with scaling options
|
||||
- **NinePatchRect**: Scalable image using 9-slice method
|
||||
- **ColorRect**: Solid color rectangle
|
||||
- **VideoStreamPlayer**: Video playback in UI
|
||||
- **GraphEdit/GraphNode**: Node-graph interface
|
||||
|
||||
### Advanced Controls
|
||||
- **Popup**: Modal/modeless popup window
|
||||
- **PopupMenu**: Context menu
|
||||
- **MenuBar**: Top menu bar
|
||||
- **FileDialog**: File picker
|
||||
- **ColorPicker**: Color selection
|
||||
- **SubViewport**: Embedded viewport for 3D-in-2D UI
|
||||
|
||||
## Anchor & Container System
|
||||
|
||||
**Anchor Presets:**
|
||||
```gdscript
|
||||
# Common anchor configurations
|
||||
# Top-left (default): anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0
|
||||
# Full rect: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1
|
||||
# Top wide: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0
|
||||
# Center: anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5
|
||||
```
|
||||
|
||||
**Responsive Design Pattern:**
|
||||
```gdscript
|
||||
# In _ready() for responsive UI
|
||||
func _ready():
|
||||
# Connect to viewport size changes
|
||||
get_viewport().size_changed.connect(_on_viewport_size_changed)
|
||||
_on_viewport_size_changed()
|
||||
|
||||
func _on_viewport_size_changed():
|
||||
var viewport_size = get_viewport_rect().size
|
||||
# Adjust UI based on aspect ratio or screen size
|
||||
if viewport_size.x / viewport_size.y < 1.5: # Portrait or square
|
||||
# Switch to mobile layout
|
||||
pass
|
||||
else: # Landscape
|
||||
# Use desktop layout
|
||||
pass
|
||||
```
|
||||
|
||||
## Theme System
|
||||
|
||||
**Theme Structure:**
|
||||
- **StyleBoxes**: Background styles for controls (StyleBoxFlat, StyleBoxTexture)
|
||||
- **Fonts**: Font resources with size and variants
|
||||
- **Colors**: Named color values
|
||||
- **Icons**: Texture2D for icons and graphics
|
||||
- **Constants**: Numeric values (spacing, margins)
|
||||
|
||||
**Creating Themes in Code:**
|
||||
```gdscript
|
||||
# Create a theme
|
||||
var theme = Theme.new()
|
||||
|
||||
# StyleBox for buttons
|
||||
var style_normal = StyleBoxFlat.new()
|
||||
style_normal.bg_color = Color(0.2, 0.2, 0.2)
|
||||
style_normal.corner_radius_top_left = 5
|
||||
style_normal.corner_radius_top_right = 5
|
||||
style_normal.corner_radius_bottom_left = 5
|
||||
style_normal.corner_radius_bottom_right = 5
|
||||
style_normal.content_margin_left = 10
|
||||
style_normal.content_margin_right = 10
|
||||
style_normal.content_margin_top = 5
|
||||
style_normal.content_margin_bottom = 5
|
||||
|
||||
var style_hover = StyleBoxFlat.new()
|
||||
style_hover.bg_color = Color(0.3, 0.3, 0.3)
|
||||
# ... same corner radius and margins
|
||||
|
||||
var style_pressed = StyleBoxFlat.new()
|
||||
style_pressed.bg_color = Color(0.15, 0.15, 0.15)
|
||||
# ... same corner radius and margins
|
||||
|
||||
theme.set_stylebox("normal", "Button", style_normal)
|
||||
theme.set_stylebox("hover", "Button", style_hover)
|
||||
theme.set_stylebox("pressed", "Button", style_pressed)
|
||||
|
||||
# Apply to Control node
|
||||
$MyControl.theme = theme
|
||||
```
|
||||
|
||||
**Theme Resources:**
|
||||
Best practice: Create .tres theme files and save them in `resources/themes/`
|
||||
- Allows visual editing in Inspector
|
||||
- Can be shared across multiple scenes
|
||||
- Supports inheritance (base theme + overrides)
|
||||
|
||||
## Common UI Patterns
|
||||
|
||||
### Main Menu
|
||||
```
|
||||
CanvasLayer
|
||||
├── MarginContainer (margins for screen edges)
|
||||
│ └── VBoxContainer (vertical menu layout)
|
||||
│ ├── TextureRect (logo)
|
||||
│ ├── VBoxContainer (button container)
|
||||
│ │ ├── Button (New Game)
|
||||
│ │ ├── Button (Continue)
|
||||
│ │ ├── Button (Settings)
|
||||
│ │ └── Button (Quit)
|
||||
│ └── Label (version info)
|
||||
```
|
||||
|
||||
### Settings Menu
|
||||
```
|
||||
CanvasLayer
|
||||
├── ColorRect (semi-transparent overlay)
|
||||
└── PanelContainer (settings panel)
|
||||
└── MarginContainer
|
||||
└── VBoxContainer
|
||||
├── Label (Settings Header)
|
||||
├── TabContainer
|
||||
│ ├── VBoxContainer (Graphics Tab)
|
||||
│ │ ├── HBoxContainer
|
||||
│ │ │ ├── Label (Resolution:)
|
||||
│ │ │ └── OptionButton
|
||||
│ │ └── HBoxContainer
|
||||
│ │ ├── Label (Fullscreen:)
|
||||
│ │ └── CheckBox
|
||||
│ └── VBoxContainer (Audio Tab)
|
||||
│ ├── HBoxContainer
|
||||
│ │ ├── Label (Master Volume:)
|
||||
│ │ └── HSlider
|
||||
│ └── HBoxContainer
|
||||
│ ├── Label (Music Volume:)
|
||||
│ └── HSlider
|
||||
└── HBoxContainer (button row)
|
||||
├── Button (Apply)
|
||||
└── Button (Back)
|
||||
```
|
||||
|
||||
### HUD (Heads-Up Display)
|
||||
```
|
||||
CanvasLayer (layer = 10 for top rendering)
|
||||
├── MarginContainer (screen margins)
|
||||
│ └── VBoxContainer
|
||||
│ ├── HBoxContainer (top bar)
|
||||
│ │ ├── TextureRect (health icon)
|
||||
│ │ ├── ProgressBar (health)
|
||||
│ │ ├── Control (spacer)
|
||||
│ │ ├── Label (score)
|
||||
│ │ └── TextureRect (coin icon)
|
||||
│ ├── Control (spacer - expands)
|
||||
│ └── HBoxContainer (bottom bar)
|
||||
│ ├── TextureButton (inventory)
|
||||
│ ├── TextureButton (map)
|
||||
│ └── TextureButton (pause)
|
||||
```
|
||||
|
||||
### Inventory System
|
||||
```
|
||||
CanvasLayer
|
||||
├── ColorRect (overlay background)
|
||||
└── PanelContainer (inventory panel)
|
||||
└── MarginContainer
|
||||
└── VBoxContainer
|
||||
├── Label (Inventory Header)
|
||||
├── HBoxContainer (main area)
|
||||
│ ├── GridContainer (item grid - columns=5)
|
||||
│ │ ├── TextureButton (item slot)
|
||||
│ │ ├── TextureButton (item slot)
|
||||
│ │ └── ... (more slots)
|
||||
│ └── PanelContainer (item details)
|
||||
│ └── VBoxContainer
|
||||
│ ├── TextureRect (item image)
|
||||
│ ├── Label (item name)
|
||||
│ ├── RichTextLabel (description)
|
||||
│ └── Button (Use/Equip)
|
||||
└── Button (Close)
|
||||
```
|
||||
|
||||
### Dialogue System
|
||||
```
|
||||
CanvasLayer (layer = 5)
|
||||
├── Control (spacer)
|
||||
└── PanelContainer (dialogue box - anchored to bottom)
|
||||
└── MarginContainer
|
||||
└── VBoxContainer
|
||||
├── HBoxContainer (character info)
|
||||
│ ├── TextureRect (character portrait)
|
||||
│ └── Label (character name)
|
||||
├── RichTextLabel (dialogue text with BBCode)
|
||||
└── VBoxContainer (choice container)
|
||||
├── Button (choice 1)
|
||||
├── Button (choice 2)
|
||||
└── Button (choice 3)
|
||||
```
|
||||
|
||||
### Pause Menu
|
||||
```
|
||||
CanvasLayer (layer = 100)
|
||||
├── ColorRect (semi-transparent overlay - modulate alpha)
|
||||
└── CenterContainer (full rect anchors)
|
||||
└── PanelContainer (menu panel)
|
||||
└── MarginContainer
|
||||
└── VBoxContainer
|
||||
├── Label (PAUSED)
|
||||
├── Button (Resume)
|
||||
├── Button (Settings)
|
||||
├── Button (Main Menu)
|
||||
└── Button (Quit)
|
||||
```
|
||||
|
||||
## Common UI Scripting Patterns
|
||||
|
||||
### Button Connections
|
||||
```gdscript
|
||||
@onready var start_button = $VBoxContainer/StartButton
|
||||
|
||||
func _ready():
|
||||
# Connect button signals
|
||||
start_button.pressed.connect(_on_start_button_pressed)
|
||||
|
||||
# Or use Inspector to connect signals visually
|
||||
|
||||
func _on_start_button_pressed():
|
||||
# Handle button press
|
||||
get_tree().change_scene_to_file("res://scenes/main_game.tscn")
|
||||
```
|
||||
|
||||
### Menu Navigation with Keyboard/Gamepad
|
||||
```gdscript
|
||||
func _ready():
|
||||
# Set first focusable button
|
||||
$VBoxContainer/StartButton.grab_focus()
|
||||
|
||||
# Configure focus neighbors for gamepad navigation
|
||||
$VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path()
|
||||
$VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path()
|
||||
$VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()
|
||||
```
|
||||
|
||||
### Animated Transitions
|
||||
```gdscript
|
||||
# Fade in menu
|
||||
func show_menu():
|
||||
modulate.a = 0
|
||||
visible = true
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 1.0, 0.3)
|
||||
|
||||
# Fade out menu
|
||||
func hide_menu():
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 0.0, 0.3)
|
||||
tween.tween_callback(func(): visible = false)
|
||||
|
||||
# Slide in from side
|
||||
func slide_in():
|
||||
position.x = -get_viewport_rect().size.x
|
||||
visible = true
|
||||
var tween = create_tween()
|
||||
tween.set_trans(Tween.TRANS_QUAD)
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.tween_property(self, "position:x", 0, 0.5)
|
||||
```
|
||||
|
||||
### Dynamic Lists
|
||||
```gdscript
|
||||
# Populate ItemList dynamically
|
||||
@onready var item_list = $ItemList
|
||||
|
||||
func populate_list(items: Array):
|
||||
item_list.clear()
|
||||
for item in items:
|
||||
item_list.add_item(item.name, item.icon)
|
||||
item_list.set_item_metadata(item_list.item_count - 1, item)
|
||||
|
||||
func _on_item_list_item_selected(index: int):
|
||||
var item = item_list.get_item_metadata(index)
|
||||
# Do something with selected item
|
||||
```
|
||||
|
||||
### Health Bar Updates
|
||||
```gdscript
|
||||
@onready var health_bar = $HealthBar
|
||||
var current_health = 100
|
||||
var max_health = 100
|
||||
|
||||
func _ready():
|
||||
health_bar.max_value = max_health
|
||||
health_bar.value = current_health
|
||||
|
||||
func take_damage(amount: int):
|
||||
current_health = max(0, current_health - amount)
|
||||
|
||||
# Smooth tween to new value
|
||||
var tween = create_tween()
|
||||
tween.tween_property(health_bar, "value", current_health, 0.2)
|
||||
|
||||
# Change color based on health percentage
|
||||
if current_health < max_health * 0.3:
|
||||
health_bar.modulate = Color.RED
|
||||
elif current_health < max_health * 0.6:
|
||||
health_bar.modulate = Color.YELLOW
|
||||
else:
|
||||
health_bar.modulate = Color.GREEN
|
||||
```
|
||||
|
||||
### Modal Popups
|
||||
```gdscript
|
||||
@onready var popup = $Popup
|
||||
|
||||
func show_confirmation(message: String, on_confirm: Callable):
|
||||
$Popup/VBoxContainer/Label.text = message
|
||||
popup.popup_centered()
|
||||
|
||||
# Store callback
|
||||
if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm):
|
||||
$Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm)
|
||||
|
||||
confirm_callback = on_confirm
|
||||
|
||||
var confirm_callback: Callable
|
||||
|
||||
func _on_confirm():
|
||||
popup.hide()
|
||||
if confirm_callback:
|
||||
confirm_callback.call()
|
||||
```
|
||||
|
||||
## UI Performance Optimization
|
||||
|
||||
**Best Practices:**
|
||||
1. **Use CanvasLayers for depth management** instead of z_index when possible
|
||||
2. **Clip content** in ScrollContainers with `clip_contents = true`
|
||||
3. **Limit RichTextLabel complexity** - BBCode parsing can be slow
|
||||
4. **Pool UI elements** - Reuse nodes instead of creating/destroying
|
||||
5. **Use TextureAtlas** for UI sprites to reduce draw calls
|
||||
6. **Batch similar elements** under same parent
|
||||
7. **Disable processing** when UI is hidden: `process_mode = PROCESS_MODE_DISABLED`
|
||||
8. **Use Control.clip_contents** to prevent rendering off-screen elements
|
||||
|
||||
**Memory Management:**
|
||||
```gdscript
|
||||
# Free unused UI scenes
|
||||
func close_menu():
|
||||
queue_free() # Instead of just hiding
|
||||
|
||||
# Object pooling for frequently created UI
|
||||
var button_pool = []
|
||||
const MAX_POOL_SIZE = 20
|
||||
|
||||
func get_pooled_button():
|
||||
if button_pool.is_empty():
|
||||
return Button.new()
|
||||
return button_pool.pop_back()
|
||||
|
||||
func return_to_pool(button: Button):
|
||||
if button_pool.size() < MAX_POOL_SIZE:
|
||||
button.get_parent().remove_child(button)
|
||||
button_pool.append(button)
|
||||
else:
|
||||
button.queue_free()
|
||||
```
|
||||
|
||||
## Accessibility Features
|
||||
|
||||
**Text Scaling:**
|
||||
```gdscript
|
||||
# Support text size preferences
|
||||
func apply_text_scale(scale: float):
|
||||
for label in get_tree().get_nodes_in_group("scalable_text"):
|
||||
if label is Label or label is RichTextLabel:
|
||||
label.add_theme_font_size_override("font_size", int(16 * scale))
|
||||
```
|
||||
|
||||
**Gamepad Support:**
|
||||
```gdscript
|
||||
# Ensure all interactive UI is gamepad-accessible
|
||||
func _ready():
|
||||
# Set up focus chain
|
||||
for i in range($ButtonContainer.get_child_count() - 1):
|
||||
var current = $ButtonContainer.get_child(i)
|
||||
var next = $ButtonContainer.get_child(i + 1)
|
||||
current.focus_neighbor_bottom = next.get_path()
|
||||
next.focus_neighbor_top = current.get_path()
|
||||
|
||||
# Grab focus on first button
|
||||
if $ButtonContainer.get_child_count() > 0:
|
||||
$ButtonContainer.get_child(0).grab_focus()
|
||||
```
|
||||
|
||||
## MCP Tool Usage
|
||||
|
||||
When creating UI elements, you should:
|
||||
|
||||
1. **Use `mcp__godot__create_scene`** to create new UI scene files
|
||||
2. **Use `mcp__godot__add_node`** to build Control node hierarchies
|
||||
3. **Use `mcp__godot__save_scene`** to save after creating UI structure
|
||||
4. **Use Edit/Write tools** to create associated GDScript files for UI logic
|
||||
5. **Use `mcp__godot__load_sprite`** to import UI textures and icons
|
||||
|
||||
**Example Workflow:**
|
||||
```
|
||||
1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer")
|
||||
2. add_node(..., "MarginContainer")
|
||||
3. add_node(..., "VBoxContainer")
|
||||
4. add_node(..., "Button")
|
||||
5. save_scene(...)
|
||||
6. Write GDScript controller
|
||||
```
|
||||
|
||||
## When to Activate This Skill
|
||||
|
||||
Activate this skill when the user:
|
||||
- Asks about creating menus, HUDs, or UI screens
|
||||
- Mentions Control nodes, themes, or styling
|
||||
- Needs help with inventory, dialogue, or menu systems
|
||||
- Asks about responsive UI or screen resolution handling
|
||||
- Requests help with button navigation or gamepad support
|
||||
- Wants to create settings menus or pause screens
|
||||
- Asks about UI animation or transitions
|
||||
- Needs help with UI performance optimization
|
||||
- Mentions anchors, containers, or layout management
|
||||
|
||||
## Important Reminders
|
||||
|
||||
- Always consider **gamepad/keyboard navigation** in addition to mouse
|
||||
- Use **CanvasLayers** to manage rendering order and prevent z-fighting
|
||||
- **Anchor presets** are your friend for responsive design
|
||||
- **Themes** should be created as resources for reusability
|
||||
- **Signal connections** are the primary way to handle UI interactions
|
||||
- **Tweens** make UI feel polished with smooth animations
|
||||
- **Test on multiple resolutions** - use Project Settings > Display > Window settings
|
||||
Reference in New Issue
Block a user