-
Notifications
You must be signed in to change notification settings - Fork 0
System Overhaul #122
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
System Overhaul #122
Conversation
Reorganized scenes to have more reasonable structure, and pollute high level Scenes folder less Naming conventions: Folders and files should start capitalized For images or other non-script file types use underscore to separate a category/type and the asset name itself Name's themselves should not have underscores
Added IFocusableMenu Implemented on menus that pass back and forth focus and handle processmode
Threaded preloading experiment
Volume now uses linear2db ad db2linear for simplified use.
Remove string paths in load into class dependent LoadPath attribute Add LiveInstance to StageProducer to avoid tree lookup
ChartLength no longer needs to be divided by two lol NoteArrows loop across their own interval, no longer needing an extra visual arrow
Created beat struct to more effectively handle beat and loop comparisons. TimeKeeper and related infrastructure now keep track of loops. NoteArrows handle their own misses Auto miss dif is now more strictly >= one whole beat Related funcs now take beat structs *Also refined comboText to use Timing* Still need to rework storing notes to add Some add note functions still need ints
NoteArrow's handle their own auto miss and registering to be hit Arrows are no pooled and spawned on demand instead of looping endlessly CM purely handles spawning and pooling arrows CD manages NoteArrowData for knowing when to spawn notes, and managing calculating timing BattleDirector purely handles battle related things Will work on documentation Most floats are changed to doubles for precision security *Also changed rewardSelect to use Stages instead of string*
I did it. Will need to test other edge cases. Also will need to readjust chart to make lengths < 1, otherwise too many notes will be hold notes.
Cleaned up charts for easier editing Length taken into account, length and start pos snapped to eighth notes
Make sure all fields that were unreasonably not fitting standards, fit. Some things should reasonably stay public, and some typical C# naming conventions broken, e.g. CD, BD, UI being full caps Rename "ArrowData" and "NoteArrowData" to "CheckerData" and "ArrowData" for clarity
All functionality should still be 1:1
Split some smaller chunks into functions
Reorganized, and slightly refactored scripts Made StageProducer 1% more self contained Battle stage selection and reward items are now different based on room selected. E.g. Two sibling chest rooms now have different item selections
Note Arrows are no longer moved as a modulo of playback position. Moved song variables from chart manager to TimeKeeper, added more easy access song time properties Renamed ChartLength to ChartWidth for clarity (mainly using length with time properties) Round spawnbeat to CD to help handle slight float weirdness, which caused skipped notes Slightly fixed up midi's
Some notes towards the end of the chart would loop with song position and not pool Extra safety check purely based on enough beats passing, should replace later. 8 beats is arbitrary, though with reasonable chart length and bpm should not cause visual issues
WalkthroughThis pull request implements extensive refactoring and organizational updates across the codebase. Core game logic classes and engine modules have been restructured with improved encapsulation, new event handling, and revised timing/beat calculations. Additionally, many resource import configurations and scene file paths have been standardized to a consistent naming convention and directory structure. Minor documentation, XML comments, and UI focus management improvements have been applied throughout, contributing to clearer, more maintainable code. Changes
Sequence Diagram(s)sequenceDiagram
participant P as Player
participant IH as InputHandler
participant NC as NoteChecker/NoteArrow
participant CM as ChartManager
participant C as Conductor
P->>IH: Press note key (Timing enum)
IH->>NC: Invoke FeedbackEffect(ArrowType, Timing)
NC->>CM: Trigger hit/miss event\n(CheckMissed, CheckHittable)
CM->>C: Request note spawn/recycling
C->>CM: Update beat/timing and spawn next note
Assessment against linked issues
Poem
✨ Finishing Touches
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out. 🪧 TipsChatThere are 3 ways to chat with CodeRabbit:
Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments. CodeRabbit Commands (Invoked using PR comments)
Other keywords and placeholders
CodeRabbit Configuration File (
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Actionable comments posted: 8
🔭 Outside diff range comments (2)
scenes/NoteManager/scripts/InputHandler.cs (1)
15-41: 💡 Verification agent🧩 Analysis chain
Verify usage of new
CheckerDatatype.
UsingCheckerDatain place of the previous data structure aligns with the new design. Ensure that any references toArrowDataare updated across the codebase to avoid mismatches or missing properties.
🏁 Script executed:
#!/bin/bash # Description: Searching for references to the old ArrowData type # in order to verify that all references are updated to CheckerData. rg "ArrowData"Length of output: 2819
Action Required: Update Legacy
ArrowDataReferencesThe new implementation in
InputHandler.cscorrectly uses theCheckerDatatype. However, the repository still contains multiple references to the oldArrowDatatype. Please verify whether these references are intended to coexist withCheckerDataor if a complete migration is required. Notable instances include:
- scenes/NoteManager/scripts/NoteArrow.cs
- Usage in field declarations and method parameters.
- scenes/BattleDirector/scripts/BattleDirector.cs
- Several method parameters and condition checks still reference
ArrowData.- scenes/ChartViewport/scripts/ChartManager.cs
- Several methods accept or instantiate
ArrowData.- scenes/BattleDirector/scripts/Conductor.cs
- Contains lists and delegate definitions using
ArrowData.- Scenes/NoteManager/Scripts/HoldArrow.cs
- Uses
ArrowDatain the initialization method.- Globals/FunkEngineNameSpace.cs
- Definition of the
ArrowDatastruct and associated properties/methods.Please ensure that these are updated to use
CheckerDataor that a proper conversion mechanism is established to avoid mismatches or missing properties in the data flow.Globals/StageProducer.cs (1)
142-158: 🛠️ Refactor suggestionBlocking the main thread with
_loadTask.Wait().
Invoking_loadTask.Wait()on Godot’s main thread can freeze the game if the task takes long. Consider using Godot signals or an await pattern to prevent blocking the UI.
🧹 Nitpick comments (46)
Funk Engine.csproj (1)
12-14: Update CSV file reference to align with new directory structure.
The new<Content Include="Globals\Translations\translations.csv" />correctly moves the translations file into the updated directory. However, note the potential inconsistency in filename casing: the referenced file here istranslations.csv(all lowercase) while other parts of the project (see the .import file) refer toTranslations.csv(with an uppercase "T"). This may lead to issues on case-sensitive file systems.scenes/ChestScene/ChestScene.cs (1)
23-29: Consider optimizing focus management.The current implementation calls ChestButton.GrabFocus() every frame in _Process when the button is enabled. This approach might be inefficient.
Consider moving this to an event-based approach:
public override void _Ready() { _player = GD.Load<PackedScene>(PlayerPuppet.LoadPath).Instantiate<PlayerPuppet>(); AddChild(_player); ChestButton.Pressed += GetLoot; + ChestButton.GrabFocus(); } public override void _Process(double delta) { - if (!ChestButton.Disabled) - { - ChestButton.GrabFocus(); - } }Or if you need to regain focus when the button becomes enabled, implement a method that specifically monitors state changes instead of checking every frame.
Scenes/NoteManager/HoldArrow.tscn (1)
22-26: Consider adding documentation for the RemoteTransform2D configurationThe RemoteTransform2D is correctly configured to update only position, but this design decision isn't immediately obvious.
[node name="TrailTransform2D" type="RemoteTransform2D" parent="."] remote_path = NodePath("../CometTail/TrailRemote") update_rotation = false update_scale = false +# Note: Only position updates are needed as rotation is handled separatelyGlobals/FunkEngineNameSpace.cs (4)
19-21: Inconsistent naming in doc comment
Doc comment references "ArrowData" but the struct is named "CheckerData" (line 22). Consider updating the doc comment to match the struct name.
22-28: CheckerData struct fields
Consider adding a constructor and/or per-field doc comments to improve clarity.
41-43: Possible doc comment mismatch
Doc comment says "NoteArrowData" while the struct is labelled "ArrowData" at line 44. Rename for consistency.
111-204: Beat struct operator precedence
GetBeatInSong()uses% TimeKeeper.BeatsPerSongonly on(Loop * TimeKeeper.BeatsPerLoop). If you intend to apply the modulo to the entire expression, wrap in parentheses.scenes/ChartViewport/scripts/HitParticles.cs (1)
3-5: Documentation Comment Enhancement
The added documentation comment improves clarity by summarizing the purpose of the class. Consider aligning with C# conventions by using triple-slash comments (e.g.,/// <summary>...</summary>) for consistency with typical C# documentation styles.Classes/Relics/RelicEffect.cs (1)
5-7: Enhanced Class Documentation
The new documentation comment clearly explains the role of theRelicEffectclass. This additional context helps future maintainers understand the class's purpose. Verify that this style is consistent with the rest of the project’s documentation.Classes/Relics/RelicTemplate.cs (1)
9-9: Good encapsulation improvement with readonly modifierMaking the Effects array readonly prevents its reference from being reassigned after initialization, which is a good encapsulation practice.
Note that while the array reference is now immutable, the contents of the array can still be modified. Consider returning a defensive copy or using IReadOnlyList for complete immutability if that's desired.
scenes/Puppets/Enemies/EnemyPuppet.cs (1)
5-5: Field renamed from _battleEvents to BattleEventsThe protected field has been renamed from the conventional _battleEvents (with underscore prefix) to BattleEvents (pascal case). While this is functionally equivalent, it's unusual to see protected fields with pascal case in C#.
Consider converting this to a proper property with a getter for better encapsulation:
-protected EnemyEffect[] BattleEvents = Array.Empty<EnemyEffect>(); +protected EnemyEffect[] BattleEvents { get; private set; } = Array.Empty<EnemyEffect>();Classes/MidiMaestro/SongTemplate.cs (1)
8-12: Inconsistent immutability in struct fieldsOnly
AudioLocationandEnemyScenePathare marked as readonly, whileName,MIDILocation, andSongDataremain mutable. For structs, it's generally better to make all fields readonly to ensure full immutability and prevent unexpected behavior.- public string Name; + public readonly string Name; public readonly string AudioLocation; - public string MIDILocation; + public readonly string MIDILocation; public readonly string EnemyScenePath; - public SongData SongData; + public readonly SongData SongData;Classes/Notes/Note.cs (1)
72-75: Consider making the player note check more robustThe
IsPlayerNote()method relies on a string contains check which could be fragile if naming conventions change.Consider using a case-insensitive comparison for more robustness:
public bool IsPlayerNote() { - return Name.Contains("Player"); + return Name.Contains("Player", StringComparison.OrdinalIgnoreCase); }Alternatively, a more structured approach might be to use an enum or a dedicated property to identify note types, which would be less dependent on naming conventions.
scenes/NoteManager/scripts/InputHandler.cs (3)
60-60: Reminder: Implement the TODO.
You’ve noted a plan to emit a control scheme signal rather than querying every frame. This could improve performance and clarity.Would you like help implementing a signal-based approach so that input mode changes are only computed upon event triggers?
82-88: Check for toggling behavior.
Switching to "CONTROLLER" mode on the first joypad press might conflict if a user then presses arrow keys afterward. Consider whether you need a cooldown or detection approach to prevent frequent toggles back and forth.
90-113: Consider adding feedback for “Miss” timing.
At present, the code returns with no effect forTiming.Miss. Providing minimal negative or distinct visual feedback might improve the user experience.default: - return; + // Optionally add a "miss" effect + particleAmount = 2; + break;scenes/BattleDirector/NotePlacementBar.tscn (1)
90-102: CPU particles usage for_fullBarParticles.
Using CPU particles might be a stylistic choice or necessary for the desired effect. Just confirm it’s intentional compared toGPUParticles2D.Globals/TimeKeeper.cs (1)
9-16: Consider validating new static fields.
All these fields (e.g.,CurrentTime,SongLength,LoopsPerSong) are publicly settable, which could lead to unexpected states (like zero or negative values).+public static double CurrentTime { get; set; } = 0; +private static double _songLength; +public static double SongLength +{ + get => _songLength; + set => _songLength = Math.Max(0, value); +}Globals/SaveSystem.cs (1)
70-71: XML documentation for AssertConfigFile could be more descriptiveWhile adding documentation is good, consider elaborating on the purpose and behavior of this method beyond just restating the code logic.
-/**<remarks>Either returns, loads current config, or if no config found inits one.</remarks> +/** + * <summary>Ensures config file is available for operations</summary> + * <remarks>Either continues execution if config is already loaded, loads existing config, + * or initializes a new one if no config file exists.</remarks> */Scenes/UI/TitleScreen/Scripts/TitleScreen.cs (6)
6-12: Validate exported fields for null.
Although these fields are likely set within the Godot Editor, it’s safer to validateTextLightandOptionsin_Ready()to detect missing or unassigned nodes and avoid null reference issues.public override void _Ready() { + if (TextLight == null || Options == null) + GD.PushError("TextLight or Options is not assigned!"); TweenLight(); Options.Pressed += OpenOptions; }
14-15: Ensure_focusedis valid during resume.
When resuming focus,_focusedmay be null if nothing was focused beforePauseFocus(). Consider handling that scenario gracefully or defaulting to a known control.
23-28: Graceful fallback if_focusedis empty.
If_focusedisnull, calling_focused.GrabFocus()will throw. Consider verifying_focusedbefore accessing it or defaulting to the first focusable child.
40-44: Confirm the design choice to block returning here.
ReturnToPrev()also shows a warning. If the TitleScreen is truly the root, returning to it might be valid in certain flows. Revisit if needed.
45-52: Consider caching the loaded scene.
GD.Load<PackedScene>(OptionsMenu.LoadPath)is called each time theOptionsbutton is pressed. If performance or memory thrashing becomes an issue, you could cache thePackedScenein_Ready().
63-67: Check for BgAudioPlayer availability.
BgAudioPlayer.LiveInstancemight be null if it has not yet been instantiated in the scene. Consider logging or gracefully handling that scenario.scenes/BattleDirector/scripts/Conductor.cs (5)
20-38: Avoid re-initialization calls.
The checkif (_initialized) return;is good. Make sure any subsequent re-initialization attempts are either blocked or safely reset. Also, consider verifyingStageProducer.Config.CurSongis never null.
57-63: Efficient initial spawning.
SpawnInitialNotesloops up to_beatSpawnOffsetand spawns notes for each beat. This approach is fine for small ranges, but if_beatSpawnOffsetgrows large, consider a more targeted spawning strategy.
107-116: One-liner arrow update logic.
Reconstructing theArrowData(line 110+) is a valid approach for incrementing the loop, but it can be confusing. Consider a method onArrowDatathat returns a new arrow with incremented loops.
118-125: Player note deduplication.
A duplicate note triggers an error. If duplicates are expected or appear often due to user input, you may want a more user-friendly approach like ignoring duplicates silently or merging them.
133-139: Double-check multi-loop timing.
GetTimingDifreturns1if loops differ, but that’s a broad fallback. If the difference can be multiple loops, consider adjusting.Classes/MidiMaestro/MidiMaestro.cs (2)
16-17: Be cautious about static properties in multi-file usage.
TempoMapandTimeSignaturebeingstaticmay cause unexpected behavior if multiple MIDI files are loaded consecutively in the same session. Always confirm that reassigning these properties at runtime won't conflict with other parts of the application.
26-29: Constructor documentation is helpful.
The documentation clarifies how a valid MIDI file path is required, which helps developers avoid misuse. Consider adding an exception note if the file is invalid or unreadable.Scenes/UI/Remapping/ControlSettings.cs (1)
10-19: Renamed exported properties and backing fields.
ExportedSprite2Dfields (LeftKey,RightKey, etc.) follow proper C# naming conventions. This improves readability and maintainability.Consider documenting what each exported property represents (e.g., key sprite placeholders) to help new contributors.
scenes/ChartViewport/scripts/ChartManager.cs (3)
19-24: Introduction of arrow pools.
ReusingNoteArrowandHoldArrowobjects is an efficient way to reduce garbage collection. Make sure to verify that all arrow states are fully reset inRecycle().
26-27: Consider making_chartLengthconfigurable.
Hardcoding_chartLength = 2500can cause unexpected constraints if your chart or level design requirements vary.
191-197:OnArrowMissedcallsNoteHit().
Misnamed function might be confusing—“missed” logically differs from “hit.” IfNoteHit()is your cleanup or finalize logic, consider renaming it to reflect a neutral outcome or a consistent “miss.”- noteArrow.NoteHit(); + noteArrow.ComputeMiss();Globals/StageProducer.cs (1)
24-28: Centralized static references.
StoringConfig,PlayerStats, andContrastFilterstatically suggests a strong global approach. This can be fine for a small codebase but can introduce fragility in larger projects. Monitor maintainability closely.Consider whether these are truly global or could be injected/managed by a dedicated game state container.
scenes/NoteManager/scripts/NoteArrow.cs (1)
19-21: Consolidated ArrowData usageExposing
Datapublicly while also providingBeatandTypefrom the same struct is neat. Consider markingDataas read-only or using a private setter to prevent external mutations if immutability is desired.scenes/BattleDirector/scripts/BattleDirector.cs (1)
31-31: Timing intervalCurrently set to
0.1. Consider aligning it with BPM or configuring it externally for different difficulty levels.scenes/BattleDirector/scripts/NotePlacementBar.cs (7)
6-9: Consider expanding the class summary and addressing the TODO comment.
The current docstring is quite brief, and the TODO suggests a future integration with the player. Providing more details (e.g., how the bar interacts with gameplay flow) may help other developers quickly understand its purpose.
10-27: Validate the usage of double vs. float and refine the inline comment.
Godot typically uses float-based properties for UI components (likeTextureProgressBar), so confirm that double precision is truly necessary. Also, the comment//This is so goatedmight be unclear or unprofessional in production code. Consider replacing it with a more descriptive note or removing it altogether.- _particles.Emitting = CurrentBarValue >= MaxValue; //This is so goated + _particles.Emitting = CurrentBarValue >= MaxValue; // Emission depends on reaching max capacity
49-52: Leading spaces may be unnecessary.
_currentComboMultText.Text = $" x{ComboMult.ToString()}"adds fixed spacing. If indentation is desired, consider using UI layout features (e.g., margins or alignment) rather than string padding.
55-61: Extract magic numbers into configurable properties.
MaxValue = 80and_notesToIncreaseCombo = 4might be worth exposing as[Export]fields to allow tuning without code changes.
177-185: Consider preventing negative bar values in extreme cases.
If a placed note’sCostModifieris greater than 1,CurrentBarValue -= placedNote.CostModifier * MaxValuecould drop below 0. This might be intended, but if not, clampCurrentBarValueto a minimum of 0.- CurrentBarValue -= placedNote.CostModifier * MaxValue; + CurrentBarValue = Math.Max( + 0, + CurrentBarValue - placedNote.CostModifier * MaxValue + );
187-197: Timing handler effectively routes to Hit/Miss methods.
This simplified structure is clean. Consider logging or visual feedback for debugging missed vs. hit cases.
216-244: Shake mechanic adds a nice “juice” to the UI.
The approach inProcessShakeis appropriate for occasional camera or control node “wobble.” If you want smoother or more continuous shaking behavior, consider removing or tweaking the_limitermodulus.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro
⛔ Files ignored due to path filters (41)
Classes/Notes/Assets/Note_PlayerBasic.pngis excluded by!**/*.pngClasses/Notes/Assets/Note_PlayerDouble.pngis excluded by!**/*.pngClasses/Notes/Assets/Note_PlayerHeal.pngis excluded by!**/*.pngClasses/Notes/Assets/Note_PlayerQuarter.pngis excluded by!**/*.pngClasses/Notes/Assets/Note_PlayerVampire.pngis excluded by!**/*.pngClasses/Relics/Assets/Relic_Auroboros.pngis excluded by!**/*.pngClasses/Relics/Assets/Relic_Colorboros.pngis excluded by!**/*.pngScenes/BattleDirector/Assets/NoteQueue_Frame.pngis excluded by!**/*.pngScenes/NoteManager/Assets/Arrow_Trail.pngis excluded by!**/*.pngScenes/Puppets/Enemies/BossBlood/Assets/Boss1.pngis excluded by!**/*.pngScenes/Puppets/Enemies/BossBlood/Assets/Boss1EmissionShape.pngis excluded by!**/*.pngScenes/UI/Assets/HowToPlay_Combo_Bar.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/A_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Arrow_Down_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Arrow_Left_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Arrow_Right_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Arrow_Up_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/D_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/E_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Positional_Prompts_Down.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Positional_Prompts_Left.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Positional_Prompts_Right.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Positional_Prompts_Up.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/Q_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/R_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/S_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/T_Key_Light.pngis excluded by!**/*.pngScenes/UI/Remapping/Assets/W_Key_Light.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/Background_BackTree.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/Background_FrontTree.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/Background_MidTree.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/Background_Moon.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/Background_Sky.pngis excluded by!**/*.pngScenes/UI/TitleScreen/Assets/TitleScreenFont.TTFis excluded by!**/*.ttfScenes/UI/TitleScreen/Assets/TitleSong.oggis excluded by!**/*.oggSharedAssets/BackGround_Full.pngis excluded by!**/*.pngSharedAssets/BattleFrame1.pngis excluded by!**/*.pngSharedAssets/Character1.pngis excluded by!**/*.pngSharedAssets/NoteArrow_Black_Outline.pngis excluded by!**/*.pngSharedAssets/Player.pngis excluded by!**/*.pngscenes/NoteManager/assets/outline_white.pngis excluded by!**/*.png
📒 Files selected for processing (107)
Classes/MidiMaestro/MidiMaestro.cs(5 hunks)Classes/MidiMaestro/SongTemplate.cs(1 hunks)Classes/Notes/Assets/Note_PlayerBasic.png.import(1 hunks)Classes/Notes/Assets/Note_PlayerDouble.png.import(1 hunks)Classes/Notes/Assets/Note_PlayerHeal.png.import(1 hunks)Classes/Notes/Assets/Note_PlayerQuarter.png.import(1 hunks)Classes/Notes/Assets/Note_PlayerVampire.png.import(1 hunks)Classes/Notes/Note.cs(4 hunks)Classes/Relics/Assets/Relic_Auroboros.png.import(1 hunks)Classes/Relics/Assets/Relic_Colorboros.png.import(1 hunks)Classes/Relics/RelicEffect.cs(1 hunks)Classes/Relics/RelicTemplate.cs(1 hunks)Classes/Relics/assets/relic_Breakfast.png.import(1 hunks)Classes/Relics/assets/relic_GoodVibes.png.import(1 hunks)Funk Engine.csproj(1 hunks)Globals/BgAudioPlayer/BgAudioPlayer.cs(1 hunks)Globals/FunkEngineNameSpace.cs(6 hunks)Globals/SaveSystem.cs(7 hunks)Globals/Scribe.cs(14 hunks)Globals/StageProducer.cs(5 hunks)Globals/TimeKeeper.cs(1 hunks)Globals/Translations/translations.csv.import(1 hunks)Scenes/BattleDirector/Assets/NoteQueue_Frame.png.import(1 hunks)Scenes/BattleDirector/BattleScene.tscn(4 hunks)Scenes/ChartViewport/HitParticles.tscn(2 hunks)Scenes/NoteManager/Assets/Arrow_Trail.png.import(1 hunks)Scenes/NoteManager/HoldArrow.tscn(1 hunks)Scenes/NoteManager/NoteArrow.tscn(1 hunks)Scenes/NoteManager/NoteManager.tscn(1 hunks)Scenes/NoteManager/Scripts/HoldArrow.cs(1 hunks)Scenes/Puppets/Enemies/BossBlood/Assets/Boss1.png.import(1 hunks)Scenes/Puppets/Enemies/BossBlood/Assets/Boss1EmissionShape.png.import(1 hunks)Scenes/UI/Assets/HowToPlay_Combo_Bar.png.import(1 hunks)Scenes/UI/DisplayButton.tscn(1 hunks)Scenes/UI/Options/HowToPlay.tscn(2 hunks)Scenes/UI/Options/OptionsMenu.tscn(2 hunks)Scenes/UI/Options/Scripts/HowToPlay.cs(1 hunks)Scenes/UI/Options/Scripts/LanguageSelection.cs(0 hunks)Scenes/UI/Options/Scripts/OptionsMenu.cs(5 hunks)Scenes/UI/Remapping/Assets/A_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/Arrow_Down_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/Arrow_Left_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/Arrow_Right_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/Arrow_Up_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/D_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/E_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/Positional_Prompts_Down.png.import(1 hunks)Scenes/UI/Remapping/Assets/Positional_Prompts_Left.png.import(1 hunks)Scenes/UI/Remapping/Assets/Positional_Prompts_Right.png.import(1 hunks)Scenes/UI/Remapping/Assets/Positional_Prompts_Up.png.import(1 hunks)Scenes/UI/Remapping/Assets/Q_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/R_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/S_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/T_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/Assets/W_Key_Light.png.import(1 hunks)Scenes/UI/Remapping/ControlSettings.cs(4 hunks)Scenes/UI/Remapping/Remap.tscn(1 hunks)Scenes/UI/TitleScreen/Assets/2D_Shadow_Map.webp.import(1 hunks)Scenes/UI/TitleScreen/Assets/Background_BackTree.png.import(1 hunks)Scenes/UI/TitleScreen/Assets/Background_FrontTree.png.import(1 hunks)Scenes/UI/TitleScreen/Assets/Background_MidTree.png.import(1 hunks)Scenes/UI/TitleScreen/Assets/Background_Moon.png.import(1 hunks)Scenes/UI/TitleScreen/Assets/Background_Sky.png.import(1 hunks)Scenes/UI/TitleScreen/Assets/TitleScreenFont.TTF.import(1 hunks)Scenes/UI/TitleScreen/Assets/TitleSong.ogg.import(1 hunks)Scenes/UI/TitleScreen/SceneChange.tscn(1 hunks)Scenes/UI/TitleScreen/Scripts/SceneChange.cs(2 hunks)Scenes/UI/TitleScreen/Scripts/TitleScreen.cs(1 hunks)Scenes/UI/TitleScreen/TitleScreen.tscn(1 hunks)SharedAssets/BackGround_Full.png.import(1 hunks)SharedAssets/BattleFrame1.png.import(1 hunks)SharedAssets/Character1.png.import(1 hunks)SharedAssets/NoteArrow_Black_Outline.png.import(1 hunks)SharedAssets/Player.png.import(1 hunks)project.godot(2 hunks)scenes/BattleDirector/NotePlacementBar.tscn(5 hunks)scenes/BattleDirector/notePoofParticles.tscn(1 hunks)scenes/BattleDirector/scripts/BattleDirector.cs(4 hunks)scenes/BattleDirector/scripts/Conductor.cs(1 hunks)scenes/BattleDirector/scripts/NotePlacementBar.cs(4 hunks)scenes/BattleDirector/scripts/NoteQueueParticlesFactory.cs(1 hunks)scenes/BattleDirector/scripts/TextParticle.cs(1 hunks)scenes/ChartViewport/ChartViewport.tscn(1 hunks)scenes/ChartViewport/LoopMarker.png.import(1 hunks)scenes/ChartViewport/scripts/ChartManager.cs(3 hunks)scenes/ChartViewport/scripts/HitParticles.cs(1 hunks)scenes/ChartViewport/scripts/Loopable.cs(1 hunks)scenes/ChestScene/ChestScene.cs(2 hunks)scenes/ChestScene/ChestScene.tscn(2 hunks)scenes/ChestScene/assets/Chest.png.import(1 hunks)scenes/Maps/assets/BattleIcon.png.import(1 hunks)scenes/Maps/assets/BossIcon.png.import(1 hunks)scenes/Maps/assets/ChestIcon.png.import(1 hunks)scenes/Maps/cartographer.tscn(1 hunks)scenes/Maps/scripts/Cartographer.cs(5 hunks)scenes/NoteManager/assets/arrow_outline.png.import(1 hunks)scenes/NoteManager/assets/new_arrow.png.import(1 hunks)scenes/NoteManager/scripts/InputHandler.cs(4 hunks)scenes/NoteManager/scripts/NoteArrow.cs(1 hunks)scenes/NoteManager/scripts/NoteChecker.cs(1 hunks)scenes/Puppets/Enemies/BossBlood/Boss1.tscn(2 hunks)scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs(2 hunks)scenes/Puppets/Enemies/BossBlood/assets/Enemy1.png.import(0 hunks)scenes/Puppets/Enemies/EnemyEffect.cs(1 hunks)scenes/Puppets/Enemies/EnemyPuppet.cs(1 hunks)scenes/Puppets/Enemies/EnemyPuppet.tscn(1 hunks)scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs(1 hunks)
⛔ Files not processed due to max files limit (25)
- scenes/Puppets/Enemies/Parasifly/Parasifly.tscn
- scenes/Puppets/Enemies/Parasifly/assets/Parasifly.png.import
- scenes/Puppets/Enemies/TheGWS/GWS.tscn
- scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs
- scenes/Puppets/Enemies/TheGWS/assets/GhostWolfSnake.png.import
- scenes/Puppets/HealthBar.tscn
- scenes/Puppets/PlayerPuppet.tscn
- scenes/Puppets/scripts/HealthBar.cs
- scenes/Puppets/scripts/PlayerPuppet.cs
- scenes/Puppets/scripts/PuppetTemplate.cs
- scenes/Remapping/ControlSchemes.cs
- scenes/SceneTransitions/assets/2d_lights_and_shadows_neutral_point_light.webp.import
- scenes/SceneTransitions/assets/titleSong.ogg.import
- scenes/SceneTransitions/scripts/TitleScreen.cs
- scenes/UI/EndScreen.tscn
- scenes/UI/Pause.tscn
- scenes/UI/RewardSelectionUI.tscn
- scenes/UI/inventory.tscn
- scenes/UI/scripts/DisplayButton.cs
- scenes/UI/scripts/EndScreen.cs
- scenes/UI/scripts/HowToPlay.cs
- scenes/UI/scripts/Inventory.cs
- scenes/UI/scripts/MenuModule.cs
- scenes/UI/scripts/PauseMenu.cs
- scenes/UI/scripts/RewardSelect.cs
💤 Files with no reviewable changes (2)
- Scenes/UI/Options/Scripts/LanguageSelection.cs
- scenes/Puppets/Enemies/BossBlood/assets/Enemy1.png.import
🧰 Additional context used
🧬 Code Definitions (18)
scenes/Puppets/Enemies/EnemyEffect.cs (1)
scenes/Puppets/Enemies/EnemyPuppet.cs (1)
EnemyEffect(7-10)
scenes/ChartViewport/scripts/Loopable.cs (1)
Globals/TimeKeeper.cs (2)
TimeKeeper(7-52)PosMod(48-51)
scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs (3)
scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs (1)
_Ready(8-20)scenes/BattleDirector/scripts/BattleDirector.cs (1)
_Ready(77-94)scenes/Puppets/scripts/PlayerPuppet.cs (1)
_Ready(10-20)
Globals/BgAudioPlayer/BgAudioPlayer.cs (3)
scenes/Maps/scripts/Cartographer.cs (1)
_EnterTree(44-47)Globals/StageProducer.cs (1)
_EnterTree(31-35)Scenes/UI/TitleScreen/Scripts/TitleScreen.cs (1)
_EnterTree(63-66)
scenes/Maps/scripts/Cartographer.cs (3)
Globals/BgAudioPlayer/BgAudioPlayer.cs (3)
BgAudioPlayer(6-42)PlayLevelMusic(32-35)StopMusic(37-41)Globals/StageProducer.cs (3)
StageProducer(9-215)PreloadScene(116-140)TransitionFromRoom(105-108)scenes/UI/scripts/EndScreen.cs (1)
EndScreen(4-39)
scenes/NoteManager/scripts/InputHandler.cs (3)
scenes/BattleDirector/scripts/BattleDirector.cs (1)
Timing(178-196)Globals/SaveSystem.cs (2)
SaveSystem(9-216)UpdateConfig(46-68)scenes/ChartViewport/scripts/HitParticles.cs (1)
Emit(8-26)
scenes/ChestScene/ChestScene.cs (3)
scenes/Puppets/scripts/PlayerPuppet.cs (2)
PlayerPuppet(3-33)_Ready(10-20)scenes/UI/scripts/RewardSelect.cs (2)
RewardSelect(4-138)RewardSelect(83-96)Globals/StageProducer.cs (2)
StageProducer(9-215)TransitionStage(142-183)
Globals/FunkEngineNameSpace.cs (3)
Globals/StageProducer.cs (1)
BattleConfig(186-214)Classes/MidiMaestro/SongTemplate.cs (1)
SongTemplate(14-27)scenes/ChartViewport/scripts/ChartManager.cs (1)
ArrowData(202-231)
Scenes/UI/Options/Scripts/HowToPlay.cs (1)
Scenes/UI/Options/Scripts/OptionsMenu.cs (6)
_Ready(31-49)ReturnToPrev(80-84)ResumeFocus(60-64)PauseFocus(66-71)OpenMenu(73-78)_Input(51-58)
scenes/BattleDirector/scripts/Conductor.cs (2)
Classes/MidiMaestro/MidiMaestro.cs (7)
MidiMaestro(12-87)MidiMaestro(30-71)MidiNoteInfo(76-86)MidiNoteInfo(90-123)MidiNoteInfo(94-97)GetStartTimeBeat(99-103)GetDurationBeats(115-122)Globals/FunkEngineNameSpace.cs (6)
ArrowData(46-52)ArrowData(62-66)Beat(118-122)Beat(124-128)Beat(135-139)Beat(141-145)
Scenes/UI/Remapping/ControlSettings.cs (5)
Scenes/UI/Options/Scripts/HowToPlay.cs (4)
ReturnToPrev(36-40)ResumeFocus(18-22)PauseFocus(24-27)OpenMenu(29-34)Scenes/UI/Options/Scripts/OptionsMenu.cs (4)
ReturnToPrev(80-84)ResumeFocus(60-64)PauseFocus(66-71)OpenMenu(73-78)scenes/UI/scripts/PauseMenu.cs (4)
ReturnToPrev(58-62)ResumeFocus(39-43)PauseFocus(45-49)OpenMenu(51-56)scenes/UI/scripts/Inventory.cs (4)
ReturnToPrev(74-78)ResumeFocus(55-59)PauseFocus(61-64)OpenMenu(66-72)Globals/FunkEngineNameSpace.cs (4)
ReturnToPrev(397-397)ResumeFocus(396-396)PauseFocus(395-395)OpenMenu(394-394)
Scenes/UI/TitleScreen/Scripts/TitleScreen.cs (2)
Scenes/UI/Options/Scripts/OptionsMenu.cs (6)
_Ready(31-49)ResumeFocus(60-64)PauseFocus(66-71)OpenMenu(73-78)ReturnToPrev(80-84)OptionsMenu(4-122)Globals/BgAudioPlayer/BgAudioPlayer.cs (3)
_EnterTree(14-17)BgAudioPlayer(6-42)PlayLevelMusic(32-35)
Scenes/NoteManager/Scripts/HoldArrow.cs (3)
scenes/NoteManager/scripts/NoteArrow.cs (8)
NoteArrow(7-139)Init(32-42)Recycle(80-88)CheckMissed(68-73)RaiseMissed(66-66)PosChecks(96-104)RaiseKill(78-78)IsInRange(135-138)Globals/FunkEngineNameSpace.cs (6)
Beat(118-122)Beat(124-128)Beat(135-139)Beat(141-145)ArrowData(46-52)ArrowData(62-66)Globals/TimeKeeper.cs (2)
Beat(30-36)TimeKeeper(7-52)
Scenes/UI/Options/Scripts/OptionsMenu.cs (3)
Scenes/UI/Options/Scripts/HowToPlay.cs (7)
_Ready(13-16)ReturnToPrev(36-40)_Input(42-49)ResumeFocus(18-22)PauseFocus(24-27)OpenMenu(29-34)HowToPlay(4-50)Scenes/UI/Remapping/ControlSettings.cs (7)
_Ready(72-86)ReturnToPrev(107-111)_Input(137-144)ResumeFocus(88-92)PauseFocus(94-97)OpenMenu(99-105)ControlSettings(5-197)Globals/FunkEngineNameSpace.cs (4)
ReturnToPrev(397-397)ResumeFocus(396-396)PauseFocus(395-395)OpenMenu(394-394)
Globals/StageProducer.cs (4)
Globals/FunkEngineNameSpace.cs (6)
MapGrid(251-372)Stages(336-343)Room(257-260)Room(262-288)Room(270-275)AddChild(282-287)scenes/ChestScene/ChestScene.cs (1)
ChestScene(7-41)Globals/Scribe.cs (1)
Scribe(9-254)scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs (1)
P_BossBlood(4-35)
scenes/BattleDirector/scripts/BattleDirector.cs (3)
scenes/Puppets/scripts/PlayerPuppet.cs (3)
PlayerPuppet(3-33)_Ready(10-20)TakeDamage(22-26)scenes/BattleDirector/scripts/Conductor.cs (2)
Conductor(8-140)Initialize(21-38)scenes/Puppets/scripts/PuppetTemplate.cs (3)
_Ready(35-42)TakeDamage(112-127)PuppetTemplate(7-146)
scenes/NoteManager/scripts/NoteArrow.cs (5)
scenes/ChartViewport/scripts/ChartManager.cs (3)
NoteArrow(114-123)NoteArrow(125-142)ArrowData(202-231)Globals/FunkEngineNameSpace.cs (6)
Beat(118-122)Beat(124-128)Beat(135-139)Beat(141-145)ArrowData(46-52)ArrowData(62-66)Globals/TimeKeeper.cs (2)
Beat(30-36)TimeKeeper(7-52)scenes/NoteManager/scripts/InputHandler.cs (1)
_Process(58-80)scenes/NoteManager/scripts/NoteChecker.cs (1)
_Process(13-21)
scenes/ChartViewport/scripts/ChartManager.cs (5)
scenes/NoteManager/scripts/NoteArrow.cs (2)
NoteArrow(7-139)Init(32-42)scenes/NoteManager/scripts/InputHandler.cs (1)
InputHandler(7-114)scenes/BattleDirector/scripts/Conductor.cs (1)
Initialize(21-38)Globals/TimeKeeper.cs (3)
TimeKeeper(7-52)GetTimeOfBeat(38-41)Beat(30-36)Globals/FunkEngineNameSpace.cs (6)
ArrowData(46-52)ArrowData(62-66)Beat(118-122)Beat(124-128)Beat(135-139)Beat(141-145)
🔇 Additional comments (311)
scenes/Maps/assets/BossIcon.png.import (2)
6-6: Updated Texture Import Path VerificationThe
pathattribute now points to a new compressed texture file with an updated hash. This update appears consistent with the new asset management conventions. Please verify that the new hash (-78fabe547636e3d1de7dad53eb9c2945) is correctly generated from the asset to avoid any runtime discrepancies.
13-14: Directory Casing and Destination File UpdateThe
source_fileanddest_filespaths have been updated to use the proper casing (e.g.,Scenes/Maps/Assetsinstead ofscenes/Maps/assets). This change helps enforce consistency within the project, especially for environments where file paths are case-sensitive. Please make sure that all asset references across the codebase follow this new naming convention to prevent potential issues.Scenes/UI/Remapping/Assets/S_Key_Light.png.import (3)
6-6: Updated Asset Import Path
The asset identifier and path have been updated to reflect the new naming convention and directory structure. Please confirm that all build and runtime processes reference the new path (res://.godot/imported/S_Key_Light.png-0b94f3ef8198c961a4767f9f25627e55.ctex).
13-13: Corrected Source File Location
Thesource_filenow uses the updated directory casing and path (res://Scenes/UI/Remapping/Assets/S_Key_Light.png), aligning with the new project organization. Ensure that this change is propagated in any related scripts or documentation.
14-14: Synchronized Destination Files
Thedest_filesentry has been updated to mirror the new asset path. Verify that downstream processes and caching mechanisms correctly handle this updated configuration.Scenes/UI/Remapping/Assets/T_Key_Light.png.import (3)
6-6: Update Asset Import Path.
Thepathattribute now points to the new unique identifier"T_Key_Light.png-5f9653ef3045ac239de1426add148130.ctex", which aligns with the updated asset version. Please verify that all references to this asset in the project have been updated accordingly.
13-13: Correct Source File Reference.
Thesource_fileattribute has been updated to reflect the new directory structure (res://Scenes/UI/Remapping/Assets/T_Key_Light.png). This change improves consistency with the new asset organization across the project.
14-14: Update Destination Files Array.
Thedest_filesvalue now references the updated compressed texture file ID, ensuring consistency with thepathattribute change. Confirm that the new identifier matches the asset generated by the import process.Scenes/NoteManager/Assets/Arrow_Trail.png.import (3)
1-10: Configuration Section for Asset Import is Correct.
The[remap]section properly defines the importer type, asset UID, and the path to the compressed texture file. The metadata flag forvram_textureis clearly set, ensuring correct handling in the engine. Please verify that the UID remains unique across your project.
11-15: Dependencies Section Validation.
The[deps]section correctly links the source file with its corresponding generated destination file. This clear dependency mapping helps avoid asset mismatch issues during import.
16-35: Parameter Configuration Check.
The[params]section comprehensively covers compression, mipmap generation, roughness, and other processing settings. The values provided (e.g.,compress/lossy_quality=0.7,mipmaps/generate=false, etc.) appear to be thoughtfully chosen based on expected quality and performance needs. Ensure that these parameter values have been validated against your game's visual and performance requirements.Scenes/UI/Remapping/Assets/A_Key_Light.png.import (3)
6-6: New Texture Asset Path Updated:
Thepathon line 6 has been updated to reference the new compressed texture file (A_Key_Light.png-7329269aa31c1a16ab62d73e21666a01.ctex). Please ensure that this new asset identifier is consistent with the updated file in the repository and that any caching or asset lookup mechanisms are aware of the change.
13-13: Source File Path Revision:
Thesource_fileon line 13 now points tores://Scenes/UI/Remapping/Assets/A_Key_Light.png, aligning with the new directory structure and naming conventions. Confirm that the asset actually exists at this new path and update any related asset references accordingly.
14-14: Destination Files Update:
Thedest_filesattribute on line 14 has been updated to match the new compressed texture file path. Verify that any downstream processing that relies on this attribute is updated to reflect the new file path, ensuring consistency throughout the asset pipeline.SharedAssets/NoteArrow_Black_Outline.png.import (2)
6-6: Updated Texture Path ReferenceThe
pathattribute has been correctly updated to reference the new texture asset (NoteArrow_Black_Outline.pngwith the appropriate hash). This change aligns with the new naming convention and asset reorganization as part of the system overhaul.
13-14: Updated Asset Dependency ReferencesThe modifications to
source_fileanddest_filesnow consistently point to the newly named texture asset. This update ensures that the dependency information is accurate and conforms to the project's revised asset naming scheme.Scenes/UI/Remapping/Assets/Q_Key_Light.png.import (2)
6-6: Update Asset Import Path and Identifier.
Thepathattribute has been updated to use the new unique identifier (dd437257d3d8fd0495a1334ffc31bac8) for the compressed texture asset. Please verify that this new identifier is consistent with the other asset entries and that the corresponding compressed file is generated correctly.
13-14: Refine Dependency Paths to Reflect New Directory Structure.
Thesource_fileanddest_filesvalues have been updated to the new directory structure (res://Scenes/UI/Remapping/Assets/), ensuring consistency with the project's naming conventions. Confirm that these changes are in line with similar updates across the project and that all scene references to these assets have been updated accordingly.Scenes/UI/Remapping/Assets/R_Key_Light.png.import (3)
6-6: Update Compressed Texture PathThe
pathattribute has been updated to the new compressed texture identifier (...5f8abebbfccbe9a5417f1ebed1e3a199.ctex). This change aligns with the overall asset reorganization and appears to be consistent with the new naming conventions.
13-13: Revise Source File PathThe
source_filepath now reflects the new directory structure and capitalization (res://Scenes/UI/Remapping/Assets/R_Key_Light.png). Please ensure that all references to this asset have been updated accordingly throughout the project.
14-14: Revise Destination Files ConfigurationThe
dest_filesarray has been updated to include the new compressed texture file identifier, matching the change in thepathattribute. This update maintains consistency across asset import settings.scenes/Maps/assets/BattleIcon.png.import (2)
6-6: Updated Texture Path for New Compressed TextureThe
pathattribute has been updated to the new compressed texture file (BattleIcon.png-7f2aaf8e14988b8f2fe2d26908d82e0b.ctex). This change aligns with the current asset versioning and should work seamlessly with the asset pipeline. Just verify that the new checksum and path are correctly generated by the build process.
13-14: Consistent Update of Source and Destination PathsThe
source_filenow uses the updated casing (Scenes/Maps/Assets/BattleIcon.png), and thedest_filesentry has been updated to reference the new compressed texture file. This correction is important for case-sensitive file systems and ensures consistency across asset references. Please confirm that these path updates are reflected throughout related configuration files.Scenes/UI/Remapping/Assets/D_Key_Light.png.import (2)
6-6: Texture Path Update ConfirmedThe updated texture path now points to the new compressed texture asset with the updated unique identifier. This change aligns with the new asset naming conventions and supports the broader reorganization efforts.
13-14: Asset Path Structure ConsistencyThe modifications to the
source_fileanddest_filesfields update the directory structure to use Pascal case ("Scenes/UI/Remapping/Assets"), ensuring consistency in asset management across the project.scenes/NoteManager/assets/new_arrow.png.import (2)
6-6: Filename Casing Update in Texture PathThe
pathattribute now points to a texture file using "New_Arrow.png" in PascalCase with an updated unique identifier. This change ensures the filename complies with the new naming conventions. Please confirm that the file exists at the revised location and that the unique identifier correctly maps to the asset.
13-14: Consistent Asset Dependency PathsThe
source_fileanddest_filesvalues have been updated to use the PascalCase filename "New_Arrow.png". This update enforces consistency with the standardized project naming conventions. Verify that all references across the project are updated accordingly.scenes/NoteManager/assets/arrow_outline.png.import (2)
6-6: Texture Import Path Updated for ConsistencyThe
pathattribute has been modified to reflect the PascalCase filename "Arrow_Outline.png" along with a new unique identifier. This change aligns the file with the project's naming standards. Ensure this asset exists at the specified path.
13-14: Dependency Paths Aligned with New Naming StandardBoth
source_fileanddest_filesnow consistently refer to "Arrow_Outline.png" using the new casing. This update is critical for preventing potential file-not-found issues due to case sensitivity in certain environments. Please verify that all asset references throughout the project reflect this update.Scenes/UI/Remapping/Assets/E_Key_Light.png.import (3)
6-6: Asset Import Path Update:
The updatedpathattribute now points to the new compressed texture file identifier (E_Key_Light.png-9fe72c49193260a50b1ed18d45117b1f.ctex). This change aligns with the new naming conventions and is consistent with the asset reorganization strategy.
13-13: Source File Path Reorganization:
Thesource_fileattribute has been updated tores://Scenes/UI/Remapping/Assets/E_Key_Light.png, reflecting the new directory structure with proper casing. This update is crucial for ensuring compatibility on case-sensitive filesystems and supports the broader asset path standardization.
14-14: Destination Files Consistency:
Thedest_filesattribute now correctly references the updated compressed texture file identifier. This ensures consistency with thepathattribute update and confirms that the asset import references are aligned with the new organizational scheme.Scenes/UI/Remapping/Assets/W_Key_Light.png.import (2)
6-6: Update to Compressed Texture Path
Thepathattribute now points to the new compressed texture file with the updated unique identifier (0a27e3b3ab7dcb396c91bfe71e08d0f2). Please verify that this identifier is correct and that the file exists in the expected location.
13-14: Standardization of Asset Paths
The updates tosource_fileanddest_filescorrectly reflect the new directory structure (res://Scenes/UI/Remapping/Assets/...). Ensure that these changes are consistently applied across all asset references in the project to prevent any missing or misdirected resources.scenes/ChestScene/assets/Chest.png.import (1)
6-6: Path standardization looks good.These changes are part of a broader project-wide standardization effort, updating directory naming from lowercase to PascalCase (e.g., "scenes" to "Scenes", "assets" to "Assets"). The hash changes in the import paths are expected and automatically generated by Godot when source paths change.
Also applies to: 13-14
scenes/Maps/assets/ChestIcon.png.import (1)
6-6: Path standardization applied correctly.The changes to file paths follow the standardization effort mentioned in the PR, converting from lowercase to title case format (scenes/Maps/assets → Scenes/Maps/Assets). This is consistent with the broader project reorganization and helps maintain uniform naming conventions throughout the codebase.
Note that these changes to the Godot import file are configuration updates that won't affect runtime functionality, but will improve project organization and maintainability.
Also applies to: 13-14
Globals/Translations/translations.csv.import (1)
9-13: Align translation file paths with the new directory structure.
The changes updating thefiles,source_file, anddest_filesattributes now point to the correct and updated paths in the new "Translations" subdirectory. This ensures that all translation-related resources are correctly located. As noted in the csproj file review, verify that the casing of the file name (Translations.csvhere) is consistent with other references across the project to avoid potential file system issues.scenes/ChestScene/ChestScene.cs (5)
4-6: Good addition of XML documentation.The XML comments provide clear documentation about the scene's purpose, making the code more maintainable and easier to understand for other developers.
9-10: Good encapsulation and path standardization.These changes align with software engineering best practices in two ways:
- The static LoadPath provides a centralized location for the scene path, consistent with the pattern implemented across the codebase (like in PlayerPuppet and RewardSelect)
- Changing Player to a private _player field improves encapsulation
This standardization makes the codebase more maintainable and reduces the risk of hardcoded path errors.
17-18: Improved resource loading using centralized paths.Using PlayerPuppet.LoadPath instead of hardcoded strings is a positive change that:
- Reduces duplication
- Makes path updates easier (only one place to change)
- Maintains consistency with the project-wide refactoring pattern
This change also correctly initializes and adds the player to the scene.
34-34: Good use of enum instead of string literal.Changing from a string literal "Relic" to the enum value Stages.Chest improves type safety and makes the code more maintainable. This aligns with the updated RewardSelect implementation which now accepts a Stages enum parameter.
39-39: Simplified stage transition logic.The method has been streamlined by directly calling TransitionStage on StageProducer.LiveInstance, removing unnecessary intermediate steps. This makes the code more straightforward and easier to follow.
Scenes/NoteManager/HoldArrow.tscn (3)
1-7: Scene setup with proper resource loadingThe scene correctly loads all necessary resources for the hold arrow, including the main arrow texture, script, outline texture, and trail texture.
8-16: Well-structured main node with proper referencesThe main Sprite2D node is well configured with:
- Appropriate z-index to ensure proper layering
- Rotation to orient the arrow correctly
- Properly exported node paths to critical components
This setup provides good organization and accessibility to child components.
32-43: Effective NinePatchRect configuration for the trailThe Trail node is well configured with:
- Appropriate z-index to display under the arrow
- Correct offset and pivot settings
- Patch margins and axis stretch settings for proper scaling
This setup allows the trail to dynamically resize while maintaining its appearance.
Scenes/NoteManager/Scripts/HoldArrow.cs (6)
5-14: Clear class hierarchy and property definitionsThe HoldArrow class properly extends NoteArrow with appropriate properties:
- Correct override of LoadPath constant
- Well-defined exported field for the trail
- Clear property definitions for Length and EndBeat
The class structure establishes a good foundation for the hold note functionality.
16-24: Well-implemented initialization with proper base callThe Init method correctly:
- Calls the base implementation first
- Dynamically calculates the trail size based on note length
- Sets the trail color to match the checker color
This ensures visual consistency and correct sizing of hold notes.
26-32: Robust recycling implementationThe Recycle method properly:
- Calls the base implementation
- Restores the trail's original color if it was released
- Resets the release state
This ensures the object can be reused correctly from the object pool.
34-40: Guard against multiple release callsThe NoteRelease method includes a guard clause to prevent multiple releases, which is good defensive programming.
69-73: Enhanced range check for hold notesThe IsInRange method correctly checks if an incoming beat falls within the entire duration of the hold note (from start to end).
This implementation is a significant improvement over the base class behavior, as it allows interaction with the note throughout its duration rather than just at the beginning.
42-56:Details
❓ Verification inconclusive
Check possible edge case in miss detection
The CheckMissed implementation has comprehensive handling for different states, but there's a potential issue with the second condition.
The condition on line 51 uses
new Beat(Note.TimingMax)to check if the note has been held too long. Can you verify thatNote.TimingMaxrepresents an appropriate timing window for this check? Also, compare this value withBeat.Oneused in the earlier condition to ensure consistency in timing windows.
🏁 Script executed:
#!/bin/bash # Check the definition of Note.TimingMax to understand its value and appropriate usage rg -A 3 "TimingMax" --type csLength of output: 1106
Timing Threshold Discrepancy in Miss Detection
The current implementation uses two distinct timing windows: one for a general miss (
Beat.One) and another for held notes (new Beat(Note.TimingMax)). Our investigation confirms thatNote.TimingMaxis defined as0.5(seeClasses/Notes/Note.cs), which is notably different from the expected window represented byBeat.One. Please verify that using a 0.5-beat window for hit notes—which distinguishes late releases—is intentional. If this discrepancy is by design, consider adding a clarifying comment to document the differing behavior; otherwise, adjust the thresholds for consistency.Scenes/UI/DisplayButton.tscn (1)
3-3: Resource Path Casing Update is CorrectThe external resource path has been updated to use Pascal case, which is now consistent with the overall project naming conventions. Please verify that the physical file on disk uses the same case as referenced.
scenes/NoteManager/scripts/NoteChecker.cs (1)
3-5: Enhanced Documentation is a Good ImprovementThe addition of the documentation comment above the
NoteCheckerclass improves code clarity by quickly summarizing its responsibilities regarding visual input and particle effects. Removing the unneededusing System;is also a positive cleanup.Scenes/NoteManager/NoteArrow.tscn (1)
3-5: Standardized External Resource PathsThe updated paths for the texture assets and the script now follow a consistent Pascal case naming convention. This should improve maintainability and prevent case-sensitivity issues across different operating systems. Please ensure that the file names on disk exactly match these new paths.
scenes/Puppets/Enemies/EnemyPuppet.tscn (1)
3-4: Consistent Resource Path UpdatesThe modifications to the external resource paths for both the Puppet template and the HealthBar scene correctly reflect the updated directory casing. This change aligns with the broader standardization effort in the project.
Scenes/ChartViewport/HitParticles.tscn (2)
3-3: Script Resource Path StandardizationUpdating the script resource path to
res://Scenes/ChartViewport/Scripts/HitParticles.csensures consistency with the project’s naming conventions. Verify that the target file exists with the proper casing to avoid runtime issues.
17-17: Correct Script Reference in Node DefinitionThe script reference set on the
HitParticlesnode has been updated accordingly. This change looks correct.SharedAssets/Player.png.import (1)
6-6: Asset path reorganization looks goodThe Player texture has been properly moved from a Maps-specific directory to the SharedAssets folder, with all file paths updated accordingly. This change aligns with the project's asset reorganization effort.
Also applies to: 13-14
Scenes/UI/Assets/HowToPlay_Combo_Bar.png.import (1)
6-6: Good asset renaming and directory standardizationThe texture has been appropriately renamed from the generic "combobar.png" to the more descriptive "HowToPlay_Combo_Bar.png" and the directory structure has been standardized to use PascalCase. This improves clarity about the asset's purpose.
Also applies to: 13-14
SharedAssets/BattleFrame1.png.import (1)
6-6: Asset relocation to SharedAssets is appropriateThe BattleFrame1 texture has been properly moved from the BattleDirector-specific assets folder to the SharedAssets directory. This consolidation makes sense for assets that may be used across multiple scenes.
Also applies to: 13-14
SharedAssets/Character1.png.import (1)
6-6: Character asset properly moved to shared locationThe Character1 texture has been correctly relocated from the BattleDirector assets to the SharedAssets folder, with all paths updated accordingly. This move supports better asset reusability across the project.
Also applies to: 13-14
Classes/Notes/Assets/Note_PlayerQuarter.png.import (2)
6-6: Asset Path Update:
The updatedpathattribute now reflects the new naming convention and unique identifier for the imported texture. Please verify that this new path is consistent with how the texture is referenced elsewhere in the project.
13-14: Dependency Resource Update:
Thesource_fileanddest_filesentries have been updated to reference the new asset location and filename correctly. This change ensures that asset dependencies are properly managed.Scenes/Puppets/Enemies/BossBlood/Assets/Boss1.png.import (2)
6-6: Asset Path Revision:
The assetpathhas been updated to include the new file name and unique identifier. This aligns with the intended reorganization of enemy assets. Ensure that any other references to this asset are similarly updated.
13-14: Resource Reference Update:
The changes made to thesource_fileanddest_filesentries now point to the updated location ofBoss1.png. This improves consistency in asset management across the project.Scenes/UI/TitleScreen/Assets/Background_MidTree.png.import (2)
6-6: Texture Import Path Update:
Thepathattribute now correctly reflects the new naming scheme and unique identifier for the background texture. This change is consistent with the overall asset renaming effort.
13-14: Updated Resource File References:
Thesource_fileanddest_filesentries now reference the new asset location using the updated file name with proper casing (Background_MidTree.png). This ensures that the asset is correctly located during runtime.Scenes/UI/TitleScreen/Assets/TitleScreenFont.TTF.import (2)
6-6: Font Data Import Path Update:
Thepathattribute has been revised to reflect the updated font file name and unique identifier. This ensures that the engine loads the correct font data.
10-11: Font Dependency Update:
Both thesource_fileand thedest_filesentries have been updated to point to the new location and filename of the title screen font. This maintains consistency with the project's new asset structure.Scenes/NoteManager/NoteManager.tscn (2)
3-6: Resource Paths Standardization:
The external resource paths for theInputHandler.cs,New_Arrow.png,NoteChecker.cs, andArrow_Outline.pnghave been updated to use the correct casing and directory structure. This helps ensure that the scene references the proper assets and scripts following the reorganization.
8-8: Scene Resource Update:
TheHitParticles.tscnresource path has been updated to the correct new location underScenes/ChartViewport. This update is in line with the standardized naming conventions.Scenes/UI/Remapping/Assets/Arrow_Right_Key_Light.png.import (1)
6-6: Path restructuring looks good!The path updates properly reflect the new directory structure and follow the convention of capitalizing directory names (Scenes, UI, Remapping, Assets). This standardization improves project organization and findability of assets.
Also applies to: 13-13, 14-14
Scenes/UI/Remapping/Assets/Arrow_Down_Key_Light.png.import (1)
6-6: Path standardization looks good!The path updates are consistent with the new directory structure and naming conventions. This change maintains consistency with other arrow key assets in the same directory.
Also applies to: 13-13, 14-14
Classes/Notes/Assets/Note_PlayerVampire.png.import (1)
6-6: File renaming and path updates look good!The asset has been renamed from "vampire_note.png" to "Note_PlayerVampire.png", following a more consistent naming convention. The directory casing has also been standardized with "Assets" now capitalized. This improves consistency with other note assets.
Also applies to: 13-13, 14-14
scenes/ChartViewport/LoopMarker.png.import (1)
6-6: Path standardization looks good!The capitalization of "Scenes" in the path is consistent with the project-wide directory naming convention being implemented. This improves consistency across the codebase.
Also applies to: 13-13, 14-14
SharedAssets/BackGround_Full.png.import (1)
6-6: Asset relocation and renaming looks good!This texture has been:
- Renamed from "bgupdate.png" to the more descriptive "BackGround_Full.png"
- Moved from scene-specific assets to a shared asset directory
This is a good architectural change as it indicates this is a common asset used across multiple scenes, making it easier to maintain and update in one place.
Also applies to: 13-13, 14-14
Scenes/UI/Remapping/Assets/Positional_Prompts_Left.png.import (2)
6-6: Ensure Consistent Asset Identifier in the Path.
The updatedpathnow reflects the new unique identifier and casing as part of the standardized asset reorganization.
13-14: Correct Source and Destination References.
The changes tosource_fileanddest_filescorrectly point to the new asset location, ensuring consistency with the project’s updated folder structure and naming conventions.Scenes/UI/TitleScreen/Assets/Background_Sky.png.import (2)
6-6: Update Asset Identifier in the Path Attribute.
Thepathattribute has been updated with a new file name and hash, which aligns with the overall asset reorganization.
13-14: Align Source and Destination Paths.
The updatedsource_fileanddest_filesreflect the asset’s relocation to the new directory with adjusted casing. Verify that all asset references across the project are updated accordingly.Scenes/UI/TitleScreen/Assets/Background_BackTree.png.import (2)
6-6: Revise Asset Path for Consistency.
Thepathattribute now includes the revised name and unique identifier, which standardizes the naming convention across the project.
13-14: Update Source and Destination File Paths.
The adjustments tosource_fileanddest_filescorrectly reflect the asset’s new location and naming, ensuring seamless integration with the new project structure.Scenes/UI/TitleScreen/Assets/Background_Moon.png.import (2)
6-6: Refresh Asset Identifier in Import Configuration.
The change in thepathattribute, including the updated file name and hash, is consistent with the standardized naming convention.
13-14: Reorganize Source and Destination Paths.
The newsource_fileanddest_filesvalues now point to the correct asset location after the directory and case adjustments, promoting consistency across the asset pipeline.Classes/Notes/Assets/Note_PlayerDouble.png.import (2)
6-6: Rename Asset in the Import Configuration.
The updatedpathnow utilizes the new naming convention with a distinct identifier, ensuring the asset is properly recognized within the updated system.
13-14: Synchronize Source and Destination File References.
The modifications tosource_fileanddest_filescorrectly point to the new asset name and location, aligning with the broader change from lowercase to Pascal case.Scenes/UI/Remapping/Assets/Positional_Prompts_Right.png.import (2)
6-6: Asset Path Update: Thepathattribute now uses the updated unique identifier (c530b7bc66d02f666feeec64f52e6b06) for the compressed texture. This change aligns with the new asset pipeline and naming conventions. Please ensure that any asset caching and reference lookups in the codebase are updated accordingly.
13-14: Updated Dependency Paths: Thesource_fileanddest_fileshave been updated to reflect the new directory structure (with standardized casing) and identifier. This improves consistency with the overall asset management strategy in the project.Scenes/UI/TitleScreen/Assets/Background_FrontTree.png.import (2)
6-6: Asset Identifier Revision: Thepathattribute now includes a new hash (e3154c7490a9bd01245c1f64710b66a0) for the Background_FrontTree asset, which is useful for cache busting and ensuring the latest asset version is loaded.
13-14: Consistent Source and Destination Update: Both thesource_fileanddest_fileshave been updated to point to the new location (res://Scenes/UI/TitleScreen/Assets/Background_FrontTree.png), reflecting a standardized naming convention and directory structure.Scenes/UI/Remapping/Assets/Positional_Prompts_Up.png.import (2)
6-6: Asset Path Identifier Update: Thepathattribute now reflects a new unique identifier (239e554233dd2fd0b22ef9ebefbc3b5d) for this asset, ensuring that the asset system correctly recognizes the updated file version.
13-14: Harmonized Asset References: Updating thesource_fileanddest_filestores://Scenes/UI/Remapping/Assets/Positional_Prompts_Up.pngaligns the asset’s location with the new directory standard. This enhances the overall consistency of asset paths in the project.Classes/Relics/assets/relic_Breakfast.png.import (2)
6-6: Asset Identifier and Filename Update: The modifiedpathnow uses the new file identifier (71ab89b12909df408626427d83246628), ensuring proper tracking and cache invalidation for the asset.
13-14: Standardized Directory Casing: The update in thesource_file(from.../assets/relic_Breakfast.pngto.../Assets/Relic_Breakfast.png) along with the correcteddest_filesaligns with the project's naming conventions. This standardization minimizes potential path issues across different platforms.Classes/Relics/assets/relic_GoodVibes.png.import (2)
6-6: Updated Asset Identifier: Thepathattribute now reflects the new identifier (01d38d3d6a79fe959565a2bfe43c64ca) and uses the updated filename format. This change is crucial for proper asset management and cache handling.
13-14: Revised Source and Destination Paths: The changes tosource_fileanddest_files—updating from lowercaseassetsto PascalCaseAssets—ensure consistency with the new directory structure across the project. This systematic update reduces the risk of file-not-found errors due to case sensitivity.Globals/FunkEngineNameSpace.cs (13)
8-10: Doc Comments for SongData
No issues found. The doc comments are helpful and concisely describe the struct.
30-39: BattleConfig struct
Struct fields (RoomType, BattleRoom, EnemyScenePath, CurSong) look coherent for storing battle setup data.
44-106: ArrowData struct details
- The mutating method
BeatFromLength()incrementsBeatwithin a value-type struct. Confirm this is intended and won't lead to subtle copying issues.- Check whether the
CompareTomethod covers all tie-breakers accurately.
108-110: Doc Comments for Beat
Straightforward summary and usage explanation; no concerns here.
244-244: #endregion
No functional change here.
246-250: Doc comment for MapGrid
Clear explanation of how the grid is structured.
256-256: New field _curIdx
Storing the current index for room generation. Looks standard.
290-292: Doc comment for InitMapGrid
Documentation is consistent, outlining the parameters and process.
312-312: Doc comment for GeneratePath_r
No issues spotted; the recursive path generation is described appropriately.
374-374: #region Interfaces
Purely organizational; no functional code to review here.
375-377: Doc comment for IBattleEvent
Straightforward explanation of the event interface.
390-390: New interface IDisplayable
Defines a minimal contract for displayable items.
391-399: IFocusableMenu interface
Logical approach for implementing menu focus and navigation across UI.scenes/Maps/cartographer.tscn (3)
8-8: Potential mismatch in node_paths
PackedStringArray("PlayerSprite")references "PlayerSprite" while the actual node is named "Player". Ensure this is intentional.
13-15: New CurSceneNode reference
AttachingCurSceneNodeto the parent scene is a clear approach for UI layering and referencing.
3-6:Details
❓ Verification inconclusive
Updated resource paths
Paths now point to the revised directory structure (Scenes, SharedAssets). Verify that they are valid and not broken references.
🏁 Script executed:
#!/bin/bash # Checking if the relevant files exist in the project fd Cartographer.cs fd BackGround_Full.png fd MenuModule.cs fd Player.pngLength of output: 276
Resource paths have been updated and verified – please double-check folder name casing on case-sensitive systems.
The updated resource paths in
scenes/Maps/cartographer.tscn(lines 3–6) now correctly reference the files as confirmed by the verification script:
- Cartographer.cs: Referenced as
res://Scenes/Maps/Scripts/Cartographer.csand found atscenes/Maps/scripts/Cartographer.cs- BackGround_Full.png: Referenced as
res://SharedAssets/BackGround_Full.pngand found atSharedAssets/BackGround_Full.png- MenuModule.cs: Referenced as
res://Scenes/UI/Scripts/MenuModule.csand found atscenes/UI/scripts/MenuModule.cs- Player.png: Referenced as
res://SharedAssets/Player.pngand found atSharedAssets/Player.pngNote: There is a slight discrepancy in folder name casing (e.g.,
Scenes/Maps/Scriptsin the resource reference vs.scenes/Maps/scriptsin the repository). If your deployment environment is case-sensitive, please ensure the folder name casing is consistent to avoid potential broken references.scenes/ChestScene/ChestScene.tscn (2)
27-27: UILayer node with CurSceneNode
Good approach for referencing the parent scene node. No further issues.Also applies to: 29-29
3-3:Details
✅ Verification successful
Resource path updates
Paths reflect the updated folder structure (Scenes/ChestScene, SharedAssets, etc.). Please confirm these files exist.Also applies to: 5-9
🏁 Script executed:
#!/bin/bash fd ChestScene.cs fd MenuModule.cs fd StarryNight.gdshader fd BackGround_Full.png fd Chest.png fd BattleFrame1.pngLength of output: 440
Resource paths verified – updated folder structure confirmed.
I verified that all referenced files exist at their expected locations:
- ChestScene.cs is found at
scenes/ChestScene/ChestScene.cs- MenuModule.cs is found at
scenes/UI/scripts/MenuModule.cs- StarryNight.gdshader is found at
SharedAssets/StarryNight.gdshader- BackGround_Full.png is found at
SharedAssets/BackGround_Full.png- Chest.png is found at
scenes/ChestScene/assets/Chest.png- BattleFrame1.png is found at
SharedAssets/BattleFrame1.pngThese confirmations apply to the resource reference in
ChestScene.tscn(lines 3 and 5-9), so no further changes are needed.scenes/BattleDirector/scripts/TextParticle.cs (1)
3-4: Clear Class Summary Added
The summary comment succinctly describes the behavior of theTextParticleclass—providing context on its role in displaying timing and damage information. This addition enhances code readability and maintainability.scenes/BattleDirector/notePoofParticles.tscn (1)
3-3: Updated Texture Resource Path
The texture path has been updated tores://Classes/Notes/Assets/Note_PlayerHeal.pngto reflect the new directory structure and naming convention. Ensure that related asset import settings and other references are updated accordingly for consistency.Scenes/UI/TitleScreen/SceneChange.tscn (1)
3-3: Corrected External Resource Path
The external resource path for theSceneChangescript has been updated tores://Scenes/UI/TitleScreen/Scripts/SceneChange.cs, which aligns with the new project directory structure. This change improves maintainability by enforcing consistent resource organization.Classes/Relics/RelicTemplate.cs (1)
4-6: Good addition of XML documentationAdding XML documentation for the RelicTemplate class improves code readability and helps developers understand the purpose of this class.
scenes/Puppets/Enemies/EnemyEffect.cs (1)
4-4: Appropriate removal of partial keywordRemoving the
partialkeyword indicates that this class is now consolidated into a single file, which improves code organization and readability. This aligns with the system overhaul objectives of the PR.Scenes/UI/TitleScreen/Scripts/SceneChange.cs (3)
4-6: Good addition of XML documentationAdding XML documentation for the SceneChange class improves code readability and helps developers understand the purpose of this button class.
13-13: Removed explicit initialization of _startFocusedRemoving the explicit initialization to
falsehas no functional impact since bool fields in C# are initialized to false by default. This change is likely for style consistency.
26-26: Improved access to StageProducer singletonChanging from
GetNode<StageProducer>("/root/StageProducer")toStageProducer.LiveInstanceis a good improvement that:
- Reduces coupling to the scene tree structure
- Improves performance by avoiding scene tree lookup
- Makes the code more testable and maintainable
This change follows the singleton pattern best practice.
scenes/Puppets/Enemies/EnemyPuppet.cs (1)
9-9: Updated return statement to use renamed fieldThis change correctly updates the return statement to use the renamed BattleEvents field.
scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs (1)
11-12: Good use of properties for health managementThe change from direct field assignments to property usage (
CurrentHealth,MaxHealth) aligns with the pattern used in other enemy classes and the player puppet. This improves encapsulation and allows for potential additional logic in property accessors.Scenes/UI/TitleScreen/Assets/TitleSong.ogg.import (1)
1-19: Audio import configuration looks goodThe import settings for the title song are properly configured with appropriate looping enabled, which is suitable for background music in a title screen.
Globals/BgAudioPlayer/BgAudioPlayer.cs (3)
3-5: Good addition of class documentationAdding XML documentation improves code readability and maintainability by clearly describing the class purpose.
12-17: Singleton pattern implementationThe addition of the
LiveInstancestatic property with a private setter and initialization in_EnterTree()implements the singleton pattern for easier access to the audio player throughout the codebase. This is consistent with similar patterns in other manager classes likeStageProducer.
8-10:Details
❓ Verification inconclusive
Path and resource loading improvements
The changes include:
- Using the generic
ResourceLoader.Load<AudioStream>()for type safety- Updated path to the new location for TitleSong.ogg
However, there's a potential issue with the path capitalization. If other resources use lowercase "scenes", this inconsistency could cause problems on case-sensitive file systems.
🏁 Script executed:
#!/bin/bash # Check for path consistency across the codebase echo "Checking for 'res://scenes' vs 'res://Scenes' usage:" rg -i "res://[sS]cenes" --include="*.cs" | grep -i "res://" | sortLength of output: 635
Below is an updated verification script that uses the correct file glob flag instead of
--include. Please run the following script to check the resource path capitalization across all C# files:#!/bin/bash echo "Checking for 'res://scenes' vs 'res://Scenes' usage across all C# files:" rg -i "res://[sS]cenes" -g "*.cs" | sortOnce you have the results from this command, please review whether the resource paths are consistently using the intended capitalization. We can then determine if any further action is needed based on the findings.
Classes/MidiMaestro/SongTemplate.cs (1)
3-6: Improved documentation and changed to struct typeThe addition of documentation is good for code clarity. Changing from class to struct makes this a value type, which changes its behavior regarding copying and memory allocation. This is appropriate if
SongTemplateis meant to be a small, immutable data container.Scenes/UI/TitleScreen/Assets/2D_Shadow_Map.webp.import (1)
1-35: Asset configuration looks good!This new import configuration file for the shadow map texture is properly set up with appropriate compression settings and processing parameters.
Classes/Notes/Assets/Note_PlayerHeal.png.import (1)
6-6: Path standardization looks good!The updated path follows the new naming convention, providing better organization by using the "Note_Player" prefix and proper directory capitalization (Assets instead of assets).
Also applies to: 13-14
Classes/Relics/Assets/Relic_Colorboros.png.import (1)
6-6: Consistent naming convention applied correctlyGood job standardizing the asset naming with the "Relic_" prefix and updating the directory capitalization for consistency across the project.
Also applies to: 13-14
Classes/Notes/Note.cs (3)
5-7: XML documentation style improvedThe comment has been properly reformatted to use XML documentation style, which improves code documentation and enables better IDE support.
17-17: Good addition of a timing constantAdding a constant for the maximum timing window improves code maintainability by centralizing this important value that likely impacts gameplay mechanics.
39-42: Parameter naming consistency improvedThe updated lambda function now consistently uses
timinginstead of mixing parameter and property names, which improves readability.scenes/Puppets/Enemies/BossBlood/Boss1.tscn (2)
3-6: Resource path standardization looks goodThe capitalization of directory names in resource paths (changing from "res://scenes/" to "res://Scenes/") improves consistency across the codebase and aligns with the overall standardization effort in this PR.
25-27: Variable renaming improves clarityThe renaming of
_healthBartoHealthBar(removing the underscore prefix) is consistent with C# naming conventions for public properties. This change makes the code more readable and maintains better consistency with standard naming practices.Scenes/BattleDirector/Assets/NoteQueue_Frame.png.import (1)
6-14: Asset naming improved from temporary to permanent conventionThe asset has been renamed from "temp_note_queue.png" to "NoteQueue_Frame.png", moving from a temporary naming convention to a more descriptive and permanent one. This change aligns with the standardization efforts mentioned in the PR and improves asset management by using clear, consistent naming.
Classes/Relics/Assets/Relic_Auroboros.png.import (1)
6-14: Asset naming standardization with type prefix improves organizationAdding the "Relic_" prefix to the filename and updating directory capitalization to "Assets" enhances asset categorization and follows the project-wide standardization pattern. This naming convention makes it clearer what type of game element each asset represents, improving maintainability as the project grows.
Scenes/UI/Remapping/Assets/Arrow_Up_Key_Light.png.import (1)
6-14: Improved directory structure with UI categorizationThe updated path now includes a "UI" directory and follows the standardized capitalization convention. This hierarchical organization provides better categorization of assets by their purpose and usage, making the project structure more intuitive and easier to navigate as the project scales.
Scenes/UI/Remapping/Assets/Arrow_Left_Key_Light.png.import (1)
6-6: Directory and path structure standardizationThe path changes reflect a project-wide reorganization with consistent Pascal case naming conventions and a more structured directory hierarchy.
Also applies to: 13-14
scenes/ChartViewport/ChartViewport.tscn (1)
3-7: Resource path standardization with improved structureThe updated paths follow a consistent naming convention with Pascal case for directories and files. Moving the shader to
SharedAssetsis a good practice for resource sharing.Scenes/UI/Remapping/Assets/Positional_Prompts_Down.png.import (1)
6-6: Directory structure standardizationThese path updates match the project-wide reorganization pattern, ensuring consistency in asset references.
Also applies to: 13-14
scenes/ChartViewport/scripts/Loopable.cs (5)
4-5: Improved class documentationThe updated documentation clearly explains the purpose of the class and mentions its focus on modulo arithmetic, which helps other developers understand its intention.
13-15: Code organization improvementExtracting the position update logic to a dedicated method improves readability and follows the single responsibility principle.
17-19: Helpful method extractionCreating a separate
UpdatePos()method encapsulates the looping logic, making the code more maintainable.
21-23: Conceptual change from ChartLength to ChartWidthUsing
ChartWidthinstead ofChartLengthbetter represents the horizontal measurement used for looping calculations, making the code more intuitive.
25-30: Enhanced comments for complex mathematicsThe added comments significantly improve maintainability by explaining the complex mathematical operations and even providing a link to a visual representation.
scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs (3)
6-7: LGTM: Static LoadPath for scene referenceThe addition of a static LoadPath standardizes scene path references and follows a consistent pattern across the codebase. This improves maintainability by centralizing path definitions.
11-12: LGTM: Using properties instead of direct field accessThe change from accessing fields directly (
_currentHealth,_maxHealth) to using properties (CurrentHealth,MaxHealth) improves encapsulation and follows good object-oriented practices.
22-22: LGTM: Using property for battle eventsSimilarly to the health changes, using the
BattleEventsproperty instead of a direct field improves encapsulation and aligns with the overall refactoring approach in this PR.Classes/Notes/Assets/Note_PlayerBasic.png.import (1)
6-6: LGTM: Updated asset pathsThe path references have been updated to reflect the renaming from
single_note.pngtoNote_PlayerBasic.png. This name is more descriptive and aligns with the note system rework mentioned in the PR objectives.Also applies to: 13-14
Scenes/Puppets/Enemies/BossBlood/Assets/Boss1EmissionShape.png.import (1)
6-6: LGTM: Consistent asset naming and pathsThe file references have been updated to change from
Enemy1EmissionShape.pngtoBoss1EmissionShape.pngwith proper capitalization of directory names. This standardization aligns with the system overhaul mentioned in the PR objectives.Also applies to: 13-14
Scenes/UI/Options/Scripts/HowToPlay.cs (5)
4-6: LGTM: Clean implementation of IFocusableMenuThe new HowToPlay class properly implements the IFocusableMenu interface for consistent menu navigation and focus management. The static LoadPath follows the pattern seen in other files.
13-16: LGTM: Button event handlingThe _Ready method correctly subscribes to the button's Pressed event to handle navigation back to the previous menu.
18-34: LGTM: Focus management methodsThe implementation of ResumeFocus, PauseFocus, and OpenMenu methods correctly manages UI focus state and process modes. This implementation aligns with other menus in the codebase as seen in the OptionsMenu.cs snippet.
36-40: LGTM: Return to previous menu implementationThe ReturnToPrev method correctly restores focus to the previous menu and removes the current menu from the scene tree, matching the pattern in OptionsMenu.cs.
42-49: LGTM: Input handling for cancel actionThe _Input method correctly handles the "ui_cancel" action by returning to the previous menu and marking the input as handled to prevent further processing.
scenes/BattleDirector/scripts/NoteQueueParticlesFactory.cs (3)
3-4: Good documentation addition.Adding XML summary documentation provides better clarity about the class's purpose and will help with IDE tooltips and documentation generation.
7-9: Improved resource loading pattern.Converting from lazy loading to direct initialization with a properly named static readonly field is a good change. This simplifies the code and follows better C# naming conventions for constants. The capitalized path format also adheres to the project's new standardized naming convention.
17-17: Simplified particle instantiation.Directly using the ParticlesScene field eliminates conditional logic and improves code readability.
project.godot (3)
14-14: Updated main scene path for new directory structure.The path update reflects the project-wide standardization of scene organization, moving from the old "scenes/SceneTransitions" directory to a clearer hierarchical structure with "Scenes/UI/TitleScreen".
16-16: Moved icon asset to SharedAssets directory.Moving the Character1.png to a shared assets folder is a good organizational change that centralizes common resources and separates them from scene-specific assets.
194-194: Standardized translation file naming convention.The internationalization paths have been updated to follow consistent capitalization ("Translations" instead of "translations"), aligning with the project's new naming conventions.
Globals/Scribe.cs (7)
7-7: Improved class documentation.The updated documentation better describes the class's purpose as a "single source of truth" for game data, which is clearer than the previous description.
29-29: Standardized note texture paths.All note texture paths have been updated to follow consistent capitalization ("Assets" instead of "assets"), which aligns with the project-wide path standardization.
Also applies to: 43-43, 57-57, 71-71, 86-86
105-105: Standardized relic texture paths.All relic texture paths have been updated to follow consistent capitalization, maintaining the standardized naming convention across the codebase.
Also applies to: 123-123, 140-140, 158-158
163-163: Balance adjustment for Colorboros relic.The Colorboros relic has been rebalanced by:
- Reducing the charge value from 20 to 10 (quicker activation)
- Increasing the value increment from 1 to 5 (more powerful scaling)
This appears to be a deliberate balance change to make the relic more effective.
Also applies to: 167-167
215-215: Renamed parameter and improved filtering logic.Changing from
ownedRelicstoexcludedRelicsmakes the parameter's purpose clearer. The updated filtering logic correctly checks that available relics are not in the excluded list rather than the owned list, which is more logical for a randomization function.Also applies to: 218-218
221-223: Implemented deterministic randomization.Creating a new RandomNumberGenerator with a seed based on the global RNG and current room provides deterministic randomness for consistent gameplay results. This is good for reproducibility, testing, and potentially allowing "seeded" runs.
243-245: Implemented deterministic randomization for note rewards.Similar to the relics, notes now use deterministic randomization tied to the room seed, ensuring consistent behavior across playthroughs with the same seed.
scenes/Maps/scripts/Cartographer.cs (9)
7-9: Added XML documentation for the class.Adding XML summary documentation provides better clarity about the Cartographer class's purpose and responsibilities, which will help with maintainability and code discovery.
12-12: Added standardized LoadPath constant.The addition of a static LoadPath constant follows a good pattern seen in other files like EndScreen, making scene loading more consistent throughout the codebase.
19-19: Simplified _focusedButton initialization.Removed the explicit null initialization, which is redundant in C# as reference types are automatically initialized to null.
21-29: Introduced StageIcons dictionary for improved organization.The addition of a static dictionary to map stage types to their icons eliminates the need for switch statements and provides a cleaner, more maintainable way to associate icons with stages.
46-46: Simplified music playback access.Using BgAudioPlayer.LiveInstance directly simplifies the code and leverages the singleton pattern correctly, removing the need to find and cache the audio player node.
94-95: Simplified icon assignment using the StageIcons dictionary.The code now directly accesses the icon from the StageIcons dictionary rather than using a switch statement, making it more maintainable and less error-prone when adding new stage types.
115-115: Improved scene loading with PreloadScene.Using the new PreloadScene method from StageProducer.LiveInstance correctly delegates scene loading responsibility to the proper manager class.
129-130: Streamlined stage transition flow.These changes improve the API usage by:
- Using BgAudioPlayer.LiveInstance.StopMusic() for music management
- Using StageProducer.LiveInstance.TransitionFromRoom() for scene transitions
This creates a cleaner separation of responsibilities between audio management and scene management.
136-136: Standardized scene loading using EndScreen.LoadPath.Using the LoadPath constant from EndScreen ensures consistent scene loading throughout the codebase and centralizes path management, making future path changes easier to maintain.
scenes/NoteManager/scripts/InputHandler.cs (1)
5-6: Docstring clarity approved.
This updated summary clarifies the role of theInputHandler.scenes/BattleDirector/NotePlacementBar.tscn (5)
3-6: Updated resource paths match naming conventions.
Switching to capitalized resource paths and reorganized directories ensures consistency across the project assets.
52-66: Refined node paths for improved clarity.
Introducing_notePlacementBar,_particles,_fullBarParticles, etc., clarifies references to child nodes. These changes look consistent with your new naming scheme.
67-77: Renamed to “PlacementBar” for clarity.
Renaming this Control node clarifies that it represents the note placement bar. No issues found.
78-89: GPU particles usage.
Rocknode is set toGPUParticles2D. This is generally beneficial for performance, but ensure it’s consistent with how you handle other particles in the scene.
103-118: UI node rename aligns with naming style.
Renaming thisTextEditcontrol toCurrentComboclarifies its usage. Code references seem consistent.Globals/TimeKeeper.cs (3)
1-6: Improved summary detailing purpose.
Expanding the class summary clarifies that this node manages global song position.
23-28: Initialization method is straightforward.
InitValszeros out time and sets a fresh beat. Make sure it’s called before any calls toGetBeatFromTime.
21-21:Details
❓ Verification inconclusive
Expose
LastBeatwith caution.
Publicly settable properties can be overwritten unintentionally. Verify that external writes won’t cause timing inconsistencies.
🏁 Script executed:
#!/bin/bash # Description: Search for any direct writes to the `LastBeat` property # to confirm usage is controlled. rg "LastBeat\s*="Length of output: 156
Attention: Verify Controlled Modifications to
LastBeat
The global property is directly written to both in its own file (initialization inGlobals/TimeKeeper.cs) and externally (e.g., inscenes/BattleDirector/scripts/BattleDirector.cs). Since such external updates could unintentionally lead to timing inconsistencies or race conditions, please double-check that these assignments are deliberate and safely coordinated. If multiple writers are expected, consider encapsulating updates (for example, by using a private setter with a public update method) to ensure controlled modifications.Globals/SaveSystem.cs (6)
6-8: Well-structured XML documentation for SaveSystem classThe addition of XML documentation improves code readability and provides clear context about the SaveSystem's purpose.
28-30: Good addition of XML documentation for InitConfig methodThe remarks section clearly documents the side effect of overwriting existing files.
128-128: Simplified error messageRemoving the method name from the error message is fine, but ensure consistent error messaging style across the codebase.
140-146: Excellent use of init-only properties for SaveFile classChanging these properties from
get; set;toget; init;enforces immutability after object initialization, which is a strong design improvement that prevents unintended modification of save data.
186-188: Clear XML documentation for LoadGame methodThe addition of XML documentation with remarks clearly describes the return behavior of the method.
15-15:Details
✅ Verification successful
Verify impact of DefaultVolume value change from 80f to 1f
This change aligns with the volume slider range modification (0-1 scale) in OptionsMenu.tscn, but ensure all volume-related code throughout the project has been updated to handle this new scale.
🏁 Script executed:
#!/bin/bash # Search for code that might still be using the old volume scale (expecting values around 80) rg -tcs "Volume.*[5-8]0" --glob "!*SaveSystem.cs"Length of output: 51
Below is an additional verification script to re-check that no legacy volume values (specifically “80f”) remain in the repository outside of the updated file:
Please run this script to ensure that:
- The
DefaultVolumenow set to1fis confirmed inGlobals/SaveSystem.cs.- There are no remaining references to the old scale value “80f” elsewhere in the codebase.
After verifying these results, we can confidently conclude that the volume-related changes align with the updated options (slider range 0–1) and that no legacy usages remain.
🏁 Script executed:
#!/bin/bash echo "Verifying that DefaultVolume is correctly set to 1f in Globals/SaveSystem.cs:" rg -tcs "DefaultVolume\s*=\s*1f" Globals/SaveSystem.cs echo "Searching for any occurrence of the legacy value 80f (excluding Globals/SaveSystem.cs):" rg -tcs "\b80f\b" --glob "!Globals/SaveSystem.cs"Length of output: 624
Verified: Volume Scaling Update is Consistent
- Confirmed that
Globals/SaveSystem.csnow definesDefaultVolumeas1f.- No occurrences of the legacy value
80fwere found elsewhere in the repository, indicating that all volume-related logic has been updated to use the new 0–1 scale.Scenes/UI/Options/OptionsMenu.tscn (3)
3-4: Standardized resource pathsThe update to resource paths aligns with a consistent directory structure and capitalization convention. This improves maintainability by enforcing a clearer organization of project assets.
9-9: Changed initial focus elementThe focus has been moved from LanguageSelection to the high contrast CheckBox. Verify that this is the intended initial focus when the menu is opened.
99-101: Volume scale updated to 0-1 rangeThe volume slider has been reconfigured to use a 0-1 scale instead of 0-80, which aligns with the DefaultVolume constant change in SaveSystem.cs. The addition of a 0.01 step value provides finer control over volume adjustments.
Scenes/UI/Options/HowToPlay.tscn (2)
3-9: Updated resource paths to follow conventionResource paths have been standardized to match the project's new directory structure and naming convention. This improves asset organization and maintainability.
23-23:Details
✅ Verification successful
Added explicit layout_mode property
The addition of
layout_mode = 0to ColorRect, Label, and ReturnButton nodes explicitly sets their layout behavior. Ensure this is consistent with the UI system design throughout the project.Also applies to: 29-29, 37-37
🏁 Script executed:
#!/bin/bash # Check for consistent layout_mode usage in other UI scenes rg "layout_mode = 0" --type-add="tscn:*.tscn" -t tscnLength of output: 1020
Explicit UI Layout Confirmation: The addition of
layout_mode = 0in Scenes/UI/Options/HowToPlay.tscn (lines 23, 29, and 37) clearly sets the intended layout behavior. Our search confirms that this explicit setting is consistently applied across other UI scenes (e.g., Scenes/UI/Remapping/Remap.tscn, Scenes/UI/TitleScreen/SceneChange.tscn, etc.). Please ensure this aligns with the overall UI design specifications.Scenes/UI/Options/Scripts/OptionsMenu.cs (7)
1-1: Implemented IFocusableMenu interfaceImplementing the IFocusableMenu interface is an excellent architectural improvement that standardizes menu navigation and focus management. The addition of the Prev property enables proper transition between menus.
Also applies to: 4-4, 8-8
6-6: Added static LoadPath for consistent scene loadingUsing a static LoadPath property improves consistency in scene loading and reduces the risk of path-related errors throughout the codebase.
29-29: Adjusted MinVolumeVal to match new volume scaleChanging MinVolumeVal from 50f to 0f aligns with the new 0-1 volume scale. This provides a full range of volume control from silence to maximum volume.
34-36: Improved volume handling with logarithmic scaleConverting between linear and decibel scales using Mathf.DbToLinear and Mathf.LinearToDb is a significant improvement. Human perception of loudness is logarithmic, so this approach provides a more natural volume control experience.
Also applies to: 104-107
60-71: Well-implemented focus management methodsThe ResumeFocus and PauseFocus methods provide a clean mechanism for managing process modes and UI focus when transitioning between menus.
73-78: Improved menu navigation with IFocusableMenuThe OpenMenu and ReturnToPrev methods now properly implement the IFocusableMenu interface, ensuring consistent behavior across all menus in the application.
Also applies to: 80-84
88-92: Consistent scene loading using static pathsUpdated scene loading to use static LoadPath properties from their respective classes improves consistency and maintainability.
Also applies to: 118-121
Scenes/UI/TitleScreen/Scripts/TitleScreen.cs (3)
35-39: Confirm the design choice to show a warning.
OpenMenu()is intentionally flagged as undefined behavior. Ensure this is the desired final behavior. If there's a future plan to allow opening the TitleScreen from other menus, consider implementing real logic here.
53-61: Monitor tween overhead.
An indefinitely looping tween is fine for small scenes. Just be aware of potential overhead if many such tweens run simultaneously in larger projects.
17-21:Details
❓ Verification inconclusive
Handle potential null in event connections.
CallingOptions.Pressed += OpenOptions;is convenient, but ensureOptionsis non-null at runtime to prevent a NullReferenceException.Run this script to verify no occurrences of
Options = nullappear in prior lines or in other partial classes referencingTitleScreen:
🏁 Script executed:
#!/bin/bash rg --context 3 "Options\s*=\s*null"Length of output: 37
Attention: Confirm Proper Initialization of
OptionsThe code currently connects the event handler as follows:
public override void _Ready() { TweenLight(); Options.Pressed += OpenOptions; }The search for explicit assignments setting
Options = nullreturned no results, which suggests that no part of the code explicitly assignsnulltoOptions. However, this alone doesn’t guarantee thatOptionswill always be non-null at runtime (e.g., if it’s expected to be injected via the scene editor or a GetNode() call elsewhere).Please verify manually that:
Optionsis reliably initialized prior to the connection (for example, via editor wiring or through an initialization call) and cannot be inadvertently null.- A null-check is added if there’s any risk that
Optionsmight be unassigned, to avoid potentialNullReferenceException.Scenes/UI/Remapping/Remap.tscn (3)
11-11: Node path array check.
Thenode_pathsproperty now expects"LeftKey", "RightKey", "UpKey", "DownKey", "_closeButton". Ensure these node paths exist under theRemapnode at runtime, or an invalid path warning will appear.
14-17: Consistent naming of NodePath properties.
RenamingleftKey→LeftKey, etc., supports a more standardized naming convention. This is good for readability.
3-9:Details
✅ Verification successful
Verify resource paths.
All references to external texture resources have changed. Confirm that these files exist in the new directory structure and load correctly at runtime.
🏁 Script executed:
#!/bin/bash # Check for the presence of the new asset paths in the repository fd "Arrow_Left_Key_Light.png" fd "Arrow_Down_Key_Light.png" fd "Arrow_Up_Key_Light.png" fd "Arrow_Right_Key_Light.png" fd "BattleFrame1.png" fd "NoteArrow_Black_Outline.png"Length of output: 771
Resource paths verified:
After running the checks, all external texture assets are present in their new directory locations. Specifically:
Scenes/UI/Remapping/Assets:
- Arrow_Left_Key_Light.png
- Arrow_Down_Key_Light.png
- Arrow_Up_Key_Light.png
- Arrow_Right_Key_Light.png
SharedAssets:
- BattleFrame1.png
- NoteArrow_Black_Outline.png
No issues were found with the updated paths, so please ensure these resources load correctly at runtime.
scenes/BattleDirector/scripts/Conductor.cs (5)
12-18: Initialize private fields carefully.
DeclaringMM,_noteData,_beatSpawnOffset, and_initializedis straightforward, but ensure_noteDatais never accessed before callingInitialize(). Otherwise, it may cause partial or incomplete usage.
40-55: Validate dictionary key “0” usage.
Line 47 usesScribe.NoteDictionary[0]. If “0” is not guaranteed inScribe.NoteDictionary, this could throw a KeyNotFoundException. Ensure a safe fallback or confirm the dictionary always has index 0.
65-71: Event-based approach for note input.
IntroducingNoteInputEventoffers a cleaner approach than direct function calls. Just ensure all listeners unsubscribed properly during scene shutdown.
74-91: BinarySearch usage.
AddNoteDataleverages_noteData.BinarySearch(result). Confirm thatArrowDataimplementsIComparable<ArrowData>or a suitable comparer is provided. Otherwise, the sort order and insertion logic may break unpredictably.
127-131: More flexible progressive spawning.
ProgressiveSpawnNotesspawns notes atbeat + _beatSpawnOffset. If you allow multiple increments or real-time adjustments, confirm that you don’t skip too many beats.Classes/MidiMaestro/MidiMaestro.cs (7)
8-11: Good use of XML documentation.
Your class summary clearly states the primary function of theMidiMaestroclass, aiding maintainability and clarity.
20-23: Naming consistency improved.
Switching frommidiNoteInfo[]toMidiNoteInfo[]aligns with .NET naming conventions.
50-52: Selecting notes for each track is concise and correct.
Using LINQ to extract and wrap notes inMidiNoteInfois a clean approach.
73-75: XML doc clarifies usage.
This documentation block ensures future maintainers understand the purpose and expected return ofGetNotes().
90-94: Renaming and constructor usage.
MidiNoteInfois aptly named. The constructor properly stores a reference to the underlying note. No issues spotted.
111-113: Return type in ticks is consistent with DryWetMidi.
Using_note.EndTimefor the end time in ticks is fine.
113-122: Added duration in beats method is beneficial.
GetDurationBeats()enriches your note logic by converting length to a measure of beats. This will simplify timing calculations.Scenes/UI/Remapping/ControlSettings.cs (12)
1-2: Added library imports are valid.
You’ve introducedSystem.Collections.Genericlikely for the new dictionary usage. Looks correct.
5-7: Implementing IFocusableMenu.
HavingControlSettingsimplementIFocusableMenuis consistent with your other menus. Good step toward unified navigation.
8-8: Static LoadPath is a good practice.
Centralized references likeLoadPathfacilitate future changes to the TSCN resource location.
21-21: Introducing Prev as an IFocusableMenu reference.
This property is crucial for returning to the previous menu. No pitfalls detected.
28-70: Centralized keyboard sprite mappings.
Storing dictionary-based sprite paths is cleaner than scattered references. This approach scales well if more control schemes are added.
85-86: Connecting button to new navigation.
Replacing_closeButton.Pressed += ReturnToPrev;is consistent with the new focusable menu design.
88-97: ResumeFocus and PauseFocus methods align with IFocusableMenu contract.
This ensures the node’s process mode is toggled appropriately without side effects.
99-105: OpenMenu sets Prev and calls GetCurrentSelection.
Pausing the previous menu and immediately setting the appropriate scheme visuals is a smooth approach for context switching.
107-111: ReturnToPrev resumes the previous menu.
This gracefully closes the current menu. The logic is straightforward and consistent with your other menu implementations.
113-135: Dynamic scheme selection.
GetCurrentSelection()automatically loads the correct button and sprite set based on saved config. This is an excellent way to reduce duplication.
141-141: Catching 'ui_cancel' input to close menu.
A simple, intuitive approach to let users back out of the menu quickly.
189-195: ChangeKeySprites usage.
Applying new textures by looking up the selected dictionary is efficient and flexible.Scenes/UI/TitleScreen/TitleScreen.tscn (2)
4-13: Refactoring resource paths enhances organization.
Pointing scripts, textures, and shaders tores://Scenes/UI/TitleScreen/...clarifies ownership and location. Great for future maintainability.
225-229:Details
✅ Verification successful
EnemPuppet node adjustments.
Hiding or disabling certain fields in the node might reduce flexibility if you plan to animate or show these puppets later. However, if they’re intentionally removed from gameplay, this is fine. Confirm that no references to these properties remain in other scripts.
🏁 Script executed:
#!/bin/bash # Searching for references to removed EnemPuppet properties rg "EnemPuppet.*(StartPos|hideHealth|InitScale)"Length of output: 50
Below is a new shell script to re-run our search more broadly. The previous command’s lack of output makes it hard to confidently conclude that no references exist. Please run the following script to search for any occurrences of “EnemPuppet” as well as the individual properties “StartPos”, “hideHealth”, and “InitScale” throughout the repository. Once you verify that no relevant references appear, you can safely conclude that the removed properties are not in use elsewhere.
If these searches return no matches, then it is likely that the removed properties are no longer referenced, and hiding the node’s fields is intentional. If you spot any output, please review those references carefully to ensure they aren’t causing unintended behavior.
Next Steps:
- Run the above script.
- Manually inspect any output if found.
- Confirm that no scripts are referencing the removed properties.
🏁 Script executed:
#!/bin/bash echo "Searching for any references to 'EnemPuppet':" rg -i 'EnemPuppet' -n . echo "Searching for 'EnemPuppet' combined with 'StartPos':" rg -i 'EnemPuppet.*StartPos' -n . echo "Searching for 'EnemPuppet' combined with 'hideHealth':" rg -i 'EnemPuppet.*hideHealth' -n . echo "Searching for 'EnemPuppet' combined with 'InitScale':" rg -i 'EnemPuppet.*InitScale' -n .Length of output: 1532
EnemPuppet Node Adjustments Verified
Our extended search confirms that while the name "EnemPuppet" appears in multiple scenes (e.g., in enemy puppet files), none of these references include the removed properties (StartPos,hideHealth,InitScale). This indicates that hiding or disabling these properties in the TitleScreen.tscn node (lines 225–229) is intentional and safe from breaking dependent functionality.
- Verified in TitleScreen.tscn that the adjustments are isolated.
- No references to the removed properties were found across the repository.
Please ensure that any future changes (e.g., re-enabling animations or dynamic behaviors for these nodes) account for these adjustments.
scenes/ChartViewport/scripts/ChartManager.cs (11)
2-8: New imports and class summary.
UsingSystem.Collections.Genericsupports your new lists. The updated doc comment clarifies this class’s broader responsibility for battle visuals.
28-33: Connecting to InputHandler signals.
OnNotePressedandOnNoteReleasedconnections keep things modular. The subscription approach is a standard design for your event-based logic.
36-59: Initialize method enhances clarity.
You replaced a prior approach with a more explicitInitialize(SongData). This makes the chart length calculations and BPM assignment easier to follow. Checking_initializedhelps prevent duplicate setup.
94-112:AddNoteArrowmethod separates hold and normal arrows well.
Using separate pools is a clean design. The new parameterpreHitis helpful for adjusting arrow state if needed.
114-123:InstantiateNewArrow&DePoolArrowlogic is well structured.
The queue-based approach to reusing arrows is correct. Good job wrapping each arrow with event handlers.
144-155: Pooling behavior.
Safely removing arrows from_queuedArrowsbefore disabling them eliminates dangling references. This approach is robust.
158-160: Introduction ofArrowFromInputevent.
Replacing direct signals with a single event is more flexible. This also allows for hooking up additional listeners in the future.
170-185:OnNoteReleasedandHandleRelease.
Setting holds to null promptly and callingArrowFromInputagain ensures the correct beat data for the release. This is neat for tracking hold note durations.
200-231:GetArrowFromInputlogic.
This function elegantly finds the closest arrow within a playable window. ReturningArrowData.Placeholderfor an out-of-range arrow is a solid approach to avoid spurious arrow creation.
234-240:ComboTextmethod.
Displaying combo text and triggeringFeedbackEffectis straightforward. TheTr()usage is good for localization.
162-168:Details
❓ Verification inconclusive
Preventing re-press input at start.
You skip logic if the user presses a note at beat zero or if a hold already exists. This effectively removes accidental early presses.Could this inadvertently block intended inputs right at the start, e.g., a user intentionally pressing on beat zero? Verify game design requirements.
🏁 Script executed:
#!/bin/bash # Searching references to confirm usage of TimeKeeper.LastBeat rg "TimeKeeper\.LastBeat"Length of output: 2180
Clarification on Input Handling at Beat Zero
The check in
ChartManager.cs—if (TimeKeeper.LastBeat.CompareTo(Beat.Zero) == 0 || _currentHolds[(int)type] != null)—appears to be an intentional measure to prevent processing note inputs when the game state is still at its initialization (i.e., beat zero) or when a hold is active. Our search confirms that similar logic is used consistently in other parts of the code (for example, inNoteArrow.cs), suggesting that this behavior is by design.
- Ensure that the decision to block inputs at beat zero aligns with the game design requirements. If there is a scenario where an intentional note press at beat zero is needed, further discussion with the design team might be warranted.
Globals/StageProducer.cs (8)
6-8: Good use of documentation blocks.
These doc comments provide clarity for future maintainers about the purpose of this class.
16-17: Read-only properties for map data are maintainable.
Using read-only properties forMapSizeandMapprevents external modification, improving encapsulation.
59-63: Initialization logic looks consistent.
Creating a freshPlayerStatsand regenerating the map is coherent. The approach to randomize the seed ensures a new run experience.
105-107: Transition logic clarity.
TransitionFromRoomdelegates toTransitionStage, which helps keep logic centralized. Make sure any special transitions are handled properly elsewhere.
11-11:Details
❓ Verification inconclusive
Confirm only one active instance can exist.
DeclaringLiveInstanceas a static property is fine if your design requires exactly oneStageProducerat a time. Ensure there's no scenario where multiple instances cause unexpected behavior or references being overwritten.Please run the following shell script to confirm no other
StageProduceris instantiated in the codebase:
🏁 Script executed:
#!/bin/bash # Find references to StageProducer constructor or instantiations rg --context 5 $'new StageProducer'Length of output: 36
Review Verification: Manual Check Recommended for StageProducer Instantiation
The automated search for
new StageProducerreturned no instances, which suggests that direct instantiation ofStageProducermight not be occurring elsewhere in the codebase. However, the lack of output raises concerns about potential false negatives. Please manually verify that no additional instantiations occur (such as through reflection or other indirect patterns) to ensure that only the designated static instance (LiveInstance) is active.
- Action: Manually inspect the codebase for non-direct instantiation methods of
StageProducer.- Focus: Ensure no alternative instantiation paths exist that could inadvertently create multiple active instances.
14-14:Details
❓ Verification inconclusive
Random number generator usage check.
GlobalRngis made static and shared. Ensure that concurrency issues do not arise if multiple threads (e.g., in Task.Run) might accessGlobalRngsimultaneously.Please confirm that
GlobalRngis only used from the main thread or is properly synchronized if used elsewhere.
🏁 Script executed:
#!/bin/bash # Search for direct references to GlobalRng outside StageProducer rg -A 5 "GlobalRng"Length of output: 4361
I'll now run an additional script to search if there's any usage of
Task.Runin conjunction withGlobalRngthat might indicate multithreaded access.
🏁 Script executed:
#!/bin/bash # Search for Task.Run in the repository to check for potential concurrent usage of GlobalRng rg -n "Task\.Run" .Length of output: 169
Based on the results:
- GlobalRng is referenced in multiple parts of the codebase (e.g., in NotePlacementBar.cs, SaveSystem.cs, FunkEngineNameSpace.cs, and Scribe.cs).
- There are asynchronous invocations via
Task.Run(observed in StageProducer.cs), which increases the likelihood of concurrent access to GlobalRng.Action Required:
Verify that all access toGlobalRngis either confined to a single thread or is properly synchronized. If there is potential for concurrent access from withinTask.Run(or elsewhere), consider guarding those accesses with appropriate locking or switch to a thread-safe RNG implementation.Rewritten Review Comment:
Concurrent Access to GlobalRng Detected
The shared staticGlobalRngis referenced across multiple files, and asynchronous invocations (viaTask.Runin StageProducer.cs) suggest it may be accessed concurrently. Please ensure that:
- All concurrent accesses to
GlobalRngare properly synchronized (e.g., using locks), orGlobalRngis limited to single-thread access to avoid potential race conditions.
21-22:Details
❓ Verification inconclusive
Track concurrency if multiple tasks access these fields.
Storing_curSceneand_preloadStageat the class level could be a source of race conditions when tasks are involved. Ensure only one scene is preloaded at a time.Are there any parallel calls to
PreloadScene()? If so,_preloadStagemay be overwritten unexpectedly.
🏁 Script executed:
#!/bin/bash rg "PreloadScene"Length of output: 182
Concurrency Safety Alert:
The grep output shows thatPreloadSceneis called from one location inCartographer.cs(viaStageProducer.LiveInstance.PreloadScene(roomIdx)), with its definition inGlobals/StageProducer.cs. Although we did not find multiple explicit callers, be mindful that even a single invocation from an asynchronous task could overlap with another, potentially leading to race conditions on_curSceneand_preloadStage. Please verify that calls toPreloadScene()—now or in future revisions—are serialized or otherwise protected (e.g., via locking or similar concurrency controls) to ensure that only one scene is preloaded at any time.
53-57:Details
❓ Verification inconclusive
Potential operator precedence hazard.
The expression on line 55 usesGlobalRng.Seed << 5 / 2. Since/has higher precedence than<<in C#, this becomesGlobalRng.Seed << (5 / 2), which is effectivelyGlobalRng.Seed << 2(integer division). Verify that this is the intended behavior.
🏁 Script executed:
#!/bin/bash echo "Double-check expression in StageProducer.cs line 55 for clarified parentheses."Length of output: 166
Action: Confirm operator precedence and clarify intended behavior
At line 55 in Globals/StageProducer.cs, the expression
GlobalRng.State = GlobalRng.Seed << 5 / 2;is interpreted by the C# compiler as:
GlobalRng.State = GlobalRng.Seed << (5 / 2);Since integer division yields
5 / 2 = 2, this is equivalent to shifting by 2 bits (i.e.,GlobalRng.Seed << 2). Please verify if this is indeed the intended behavior. If your intention is to apply the left-shift by 5 bits before performing a division by 2 (i.e.,(GlobalRng.Seed << 5) / 2), then adding explicit parentheses would make this clear and avoid any ambiguity.Scenes/BattleDirector/BattleScene.tscn (6)
20-25: Node paths re-labeled.
Renaming the node paths to “CM”, “NPB” etc. is organized. Verify other scripts referencing them have the correct new names to avoid runtime errors.
32-34: UILayer now referencesMenuModule.cs.
Ensure any prior references to the old script path are updated. TheCurSceneNodelink is correct for parent references.
37-37: Conductor script ext resource updated.
Matches the new path. Double-check theConductornode’s logic is still correct after re-path.
40-51: Instances for NotePlacementBar & SubViewport.
Paths updated tores://Scenes/BattleDirector/NotePlacementBar.tscnandres://Scenes/ChartViewport/ChartViewport.tscn. No concerns if the scenes exist.
61-62: Texture references.
Switching toSharedAssets/BackGround_Full.pngandBattleFrame1.pngis consistent with the new naming scheme. Approve if these files load without issues.Also applies to: 68-68
3-9:Details
❓ Verification inconclusive
Updated resource paths.
All references updated to the new directory structure. Confirm that these .cs scripts and assets exist at the specified paths.
🏁 Script executed:
#!/bin/bash fd "BattleDirector.cs" --exec realpath {} fd "MenuModule.cs" --exec realpath {} fd "Conductor.cs" --exec realpath {} fd "NotePlacementBar.tscn" --exec realpath {} fd "ChartViewport.tscn" --exec realpath {} fd "BackGround_Full.png" --exec realpath {} fd "BattleFrame1.png" --exec realpath {}Length of output: 664
Resource Path Verification Required:
The original verification script usingfdwithrealpathdid not produce the expected output due to the unavailability of therealpathcommand. Please run the above script to verify that the following updated resource paths exist in the repository:
Scenes/BattleDirector/Scripts/BattleDirector.csScenes/UI/Scripts/MenuModule.csScenes/BattleDirector/Scripts/Conductor.csScenes/BattleDirector/NotePlacementBar.tscnScenes/ChartViewport/ChartViewport.tscnSharedAssets/BackGround_Full.pngSharedAssets/BattleFrame1.pngOnce confirmed manually, kindly update this information accordingly.
🏁 Script executed:
#!/bin/bash for file in BattleDirector.cs MenuModule.cs Conductor.cs NotePlacementBar.tscn ChartViewport.tscn BackGround_Full.png BattleFrame1.png; do echo "Searching for $file:" find . -type f -name "$file" -print doneLength of output: 2216
Action: Verify Resource Paths and Directory Name Casing
The updated resource paths have been confirmed as follows:
- BattleDirector.cs: Found at
./scenes/BattleDirector/scripts/BattleDirector.cs- MenuModule.cs: Found at
./scenes/UI/scripts/MenuModule.cs- Conductor.cs: Found at
./scenes/BattleDirector/scripts/Conductor.cs- NotePlacementBar.tscn: Found at
./scenes/BattleDirector/NotePlacementBar.tscn- ChartViewport.tscn: Found at
./scenes/ChartViewport/ChartViewport.tscn- BackGround_Full.png: Found at
./SharedAssets/BackGround_Full.png- BattleFrame1.png: Found at
./SharedAssets/BattleFrame1.pngNote: While the resources exist, the asset references in the
.tscnfile use directory names with an initial uppercase (e.g.,Scenes/BattleDirector/Scripts/...), whereas the actual directory names are lowercase (scenes/BattleDirector/scripts/...). Please verify that this casing difference is intentional and will not cause issues on target systems, especially on case-sensitive platforms.scenes/NoteManager/scripts/NoteArrow.cs (14)
1-4: Adoption of file-scoped namespace and referencesThe switch to a file-scoped namespace and addition of
using System;is modern and clear. No issues found.
9-11: Introducing constants and static fieldsDefining
LoadPath,LeftBound, andBeatBoundas constants/static readonly fields is a good practice, ensuring clear configuration of arrow behavior.
23-25: New instance fields for timing and stateAdding
_beatTime,IsHit, and_isQueuedfields clarifies the note’s state. The naming is consistent, and it suits the class’s purpose.
27-27: Z-index assignment in _ReadyCalling
ZIndex = 2in_Ready()ensures proper draw order. No issues here.Also applies to: 29-30
44-49: Preventing multiple hitsThe early return if
IsHitis already true prevents repeat hits. The modulate change to 70% is a clean way to indicate a successful hit.
52-60: Hittable event logicThe
CheckHittablemethod and_isQueuedmechanism effectively limit how oftenQueueForHitis invoked.
63-73: Missed check logicRaising a missed event if the time difference is greater than a beat is consistent with typical rhythm game design.
75-79: Kill event and re-poolingRaising
QueueForPoolprovides a straightforward way to recycle or clean up arrows after their lifecycle ends.
80-88: Recycle method for poolingResetting visibility, process mode, and flags ensures a clean state for note reuse. Well-structured for object pooling workflows.
90-94: BeatChecks groupingEncapsulating
CheckMissed()andCheckHittable()in a single method keeps beat-based checks organized and maintainable.
96-104: Position & time boundary checksCombining horizontal bounds and beat-based checks is a solid approach to remove stale or far-off arrows.
106-114: _Process methodSequentially running beat checks, updating position, and then calling positional checks is logical. No issues found.
134-138: IsInRange methodChecking integer-rounded beat positions is valid for approximate match. No concerns.
116-132:Details
❓ Verification inconclusive
GetNewPosX: guard against division by zero
This method depends on
TimeKeeper.SongLengthandTimeKeeper.LoopsPerSongbeing positive. Please confirm that zero or negative values are impossible:
🏁 Script executed:
#!/bin/bash # Search references to ensure TimeKeeper.SongLength and LoopsPerSong are always set > 0 rg "TimeKeeper\.(SongLength|LoopsPerSong)"Length of output: 732
Guard against division by zero in GetNewPosX
The search confirms that both
TimeKeeper.SongLengthandTimeKeeper.LoopsPerSongare set inscenes/ChartViewport/scripts/ChartManager.csfromsongData, with no visible checks to ensure they are strictly positive. Please verify that the source of these values guarantees they are > 0. If there’s any risk they could be zero or negative, consider adding validation either when assigning these values or directly inGetNewPosX. For example:if (TimeKeeper.SongLength <= 0 || TimeKeeper.LoopsPerSong <= 0) { // Handle error (e.g., return a safe default value or log an error) }scenes/BattleDirector/scripts/BattleDirector.cs (23)
5-5: Summary doc commentA clear class-level summary helps maintain readability. No problems noted.
11-12: LoadPath constantStoring a static resource path is consistent with other classes. Straightforward.
17-17: Conductor fieldDeclaring
private Conductor CD;clarifies external dependencies. Integration looks fine.
20-20: ChartManager fieldRetaining a separate chart manager object is logical. No issues found.
23-23: NotePlacementBar (NPB)Renaming / referencing the placement bar is tidy and matches the event-driven approach for note placement.
29-29: _focusedButtonEnsure
_focusedButtonis always non-null prior to usage. If removed from the scene, method calls may throw errors.
33-33: _initializedPlayingA clean boolean flag to indicate whether playback has started. No further issues.
38-48: PlayerAddNote methodValidates the bar can place a note, spawns and hits the note, and sends it to the
Conductor. Good cohesive structure.
62-68: SyncStartWithMixScheduling
BeginPlaybackat the next mix and removing the button is a sensible approach to controlling game flow.
70-75: BeginPlaybackStarts tweens and audio, and sets
_initializedPlayingto true—straightforward initialization logic.
79-79: Loading and validating song dataObtaining
SongData, usingAudio.GetLength()if unspecified, and setting up the stream is a solid pattern.Also applies to: 81-81, 83-83
86-91: Initializing game componentsInitialization calls for TimeKeeper, Player, Enemies, and the Conductor are cohesive. No immediate flaws noted.
92-93: Button focus & press setupFocusing and connecting the start button to
SyncStartWithMixensures an intuitive starting mechanism.
115-120: _Process to update beatUpdating
TimeKeeper.CurrentTimewith audio position, computing real beat, and callingUpdateBeatlooks correct.
122-134: UpdateBeat methodTriggers additional note spawning if a new beat or loop is detected, then updates
LastBeat. Proper for real-time sync.
149-169: OnTimedInputHandles placeholders, empty beats, or valid notes. The fallback to
ForceMissif note placement fails is a solid design.
171-176: ForceMiss logicSetting
Timing.Misson the placement bar, resetting combo, and applying damage to the player is consistent with a penalty system.
199-209: CheckBattleStatusFlows correctly into
OnBattleLostorOnBattleWonif the relevant puppet is defeated.
211-216: OnBattleWonPauses audio, cleans up relics, and displays rewards. Straightforward end-of-battle scenario.
218-224: OnBattleLostPauses audio, clears save data, and displays EndScreen for losing conditions. No issues.
228-235: Reward selectionInstantiating a reward selection UI, labeling it, and binding a callback to proceed post-selection is a well-organized approach.
238-241: TransitionOutOfBattleTransitions the stage out of the battle state, finalizing the flow. No concerns identified.
298-298: DebugKillEnemy commented outThe debug function is now disabled. Consider removing it if no longer needed or keep it around for quick testing.
scenes/BattleDirector/scripts/NotePlacementBar.cs (10)
38-38: Note array usage looks good.
Copying the player's note data ensures immutability. This prevents unintended side effects, especially for shared data in a battle context.
40-47: Check integer division logic in combo multiplier calculation.
_currentCombo / _notesToIncreaseCombocan produce 0 if_currentCombo < _notesToIncreaseCombo. Likely intended, but verify that it matches your game’s design for partial combos.
83-83: Regions enhance readability.
Continuation of consistent region usage for “NoteQueue” is helpful for clearer organization.
84-89: Queue logic looks solid.
Exporting_currentNoteand_nextNoteclarifies references in the scene, and the shuffled queue approach ensures variety. The “ProgressQueue” method systematically manages empty queues, which is good for reliability.Also applies to: 92-92, 109-109
154-158: Public accessor for combo is concise and clear.
No issues here; this getter ensures read-only exposure of_currentCombo.
160-165: Bonus multiplier updates are straightforward.
The current approach is simple yet effective. Good job ensuring that the UI (combo display) synchronizes.
167-170: Charge increment logic is correct.
Incrementing the bar by a simple integer value is consistent with the rest of the code. This approach grants flexibility in how many points to add externally.
172-175: CanPlaceNote check is well-defined.
This mirrors the setter logic used inCurrentBarValue. Good consistency for gating note placement.
199-205: HitNote logic is straightforward and covers the combo progression.
Incrementing_currentComboand addingComboMultto the bar is consistent with your design.
207-213: MissNote resets correctly.
Setting both_currentComboand_bonusMultto 0 ensures that you lose all combo progress. Great clarity for player feedback.
| private Task _loadTask; | ||
|
|
||
| /** | ||
| * <summary>To be used from Cartographer. Preloads the scene during transition animation. | ||
| * This removes the occasionally noticeable load time for the scene change.</summary> | ||
| */ | ||
| public void PreloadScene(int nextRoomIdx) | ||
| { | ||
| TransitionStage(Map.GetRooms()[nextRoomIdx].Type, nextRoomIdx); | ||
| Stages nextStage = Map.GetRooms()[nextRoomIdx].Type; | ||
| Config = MakeBattleConfig(nextStage, nextRoomIdx); | ||
| switch (nextStage) | ||
| { | ||
| case Stages.Battle: | ||
| case Stages.Boss: | ||
| _loadTask = Task.Run(() => | ||
| { | ||
| _preloadStage = GD.Load<PackedScene>(BattleDirector.LoadPath) | ||
| .Instantiate<Node>(); | ||
| }); | ||
| break; | ||
| case Stages.Chest: | ||
| _loadTask = Task.Run(() => | ||
| { | ||
| _preloadStage = GD.Load<PackedScene>(ChestScene.LoadPath).Instantiate<Node>(); | ||
| }); | ||
| break; | ||
| default: | ||
| GD.PushError($"Error Scene Transition is {nextStage}"); | ||
| break; | ||
| } |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🛠️ Refactor suggestion
Potential exception handling in background task.
Scenes are loaded asynchronously using _loadTask = Task.Run(() => { ... }). If GD.Load<PackedScene>() fails, no exception is caught and the load might silently fail. Consider wrapping with try/catch and logging errors.
+ try
+ {
_preloadStage = GD.Load<PackedScene>(BattleDirector.LoadPath).Instantiate<Node>();
+ }
+ catch (Exception ex)
+ {
+ GD.PushError($"Scene load failed: {ex.Message}");
+ // handle fallback
+ }📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| private Task _loadTask; | |
| /** | |
| * <summary>To be used from Cartographer. Preloads the scene during transition animation. | |
| * This removes the occasionally noticeable load time for the scene change.</summary> | |
| */ | |
| public void PreloadScene(int nextRoomIdx) | |
| { | |
| TransitionStage(Map.GetRooms()[nextRoomIdx].Type, nextRoomIdx); | |
| Stages nextStage = Map.GetRooms()[nextRoomIdx].Type; | |
| Config = MakeBattleConfig(nextStage, nextRoomIdx); | |
| switch (nextStage) | |
| { | |
| case Stages.Battle: | |
| case Stages.Boss: | |
| _loadTask = Task.Run(() => | |
| { | |
| _preloadStage = GD.Load<PackedScene>(BattleDirector.LoadPath) | |
| .Instantiate<Node>(); | |
| }); | |
| break; | |
| case Stages.Chest: | |
| _loadTask = Task.Run(() => | |
| { | |
| _preloadStage = GD.Load<PackedScene>(ChestScene.LoadPath).Instantiate<Node>(); | |
| }); | |
| break; | |
| default: | |
| GD.PushError($"Error Scene Transition is {nextStage}"); | |
| break; | |
| } | |
| private Task _loadTask; | |
| /** | |
| * <summary>To be used from Cartographer. Preloads the scene during transition animation. | |
| * This removes the occasionally noticeable load time for the scene change.</summary> | |
| */ | |
| public void PreloadScene(int nextRoomIdx) | |
| { | |
| Stages nextStage = Map.GetRooms()[nextRoomIdx].Type; | |
| Config = MakeBattleConfig(nextStage, nextRoomIdx); | |
| switch (nextStage) | |
| { | |
| case Stages.Battle: | |
| case Stages.Boss: | |
| _loadTask = Task.Run(() => | |
| { | |
| + try | |
| + { | |
| - _preloadStage = GD.Load<PackedScene>(BattleDirector.LoadPath) | |
| - .Instantiate<Node>(); | |
| + _preloadStage = GD.Load<PackedScene>(BattleDirector.LoadPath).Instantiate<Node>(); | |
| + } | |
| + catch (Exception ex) | |
| + { | |
| + GD.PushError($"Scene load failed: {ex.Message}"); | |
| + // handle fallback | |
| + } | |
| }); | |
| break; | |
| case Stages.Chest: | |
| _loadTask = Task.Run(() => | |
| { | |
| _preloadStage = GD.Load<PackedScene>(ChestScene.LoadPath).Instantiate<Node>(); | |
| }); | |
| break; | |
| default: | |
| GD.PushError($"Error Scene Transition is {nextStage}"); | |
| break; | |
| } | |
| } |
| public virtual void Init(CheckerData parentChecker, ArrowData arrowData, double beatTime) | ||
| { | ||
| Data = arrowData; | ||
| _beatTime = beatTime; | ||
|
|
||
| Position = new Vector2(GetNewPos(), parentArrowData.Node.GlobalPosition.Y); | ||
| RotationDegrees = parentArrowData.Node.RotationDegrees; | ||
| IconSprite.Texture = note.Texture; | ||
| Position = new Vector2(GetNewPosX(), parentChecker.Node.GlobalPosition.Y); | ||
| RotationDegrees = parentChecker.Node.RotationDegrees; | ||
| IconSprite.Texture = arrowData.NoteRef.Texture; | ||
| IconSprite.Rotation = -Rotation; | ||
| OutlineSprite.Modulate = parentChecker.Color; | ||
| } |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🛠️ Refactor suggestion
Initialization safeguards
Recommend null checks for arrowData.NoteRef and its Texture to avoid potential NullReferenceExceptions:
public virtual void Init(CheckerData parentChecker, ArrowData arrowData, double beatTime)
{
+ if (arrowData.NoteRef?.Texture == null)
+ {
+ GD.PrintErr("ArrowData or its Texture is null during initialization.");
+ return;
+ }
Data = arrowData;
...
}📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| public virtual void Init(CheckerData parentChecker, ArrowData arrowData, double beatTime) | |
| { | |
| Data = arrowData; | |
| _beatTime = beatTime; | |
| Position = new Vector2(GetNewPos(), parentArrowData.Node.GlobalPosition.Y); | |
| RotationDegrees = parentArrowData.Node.RotationDegrees; | |
| IconSprite.Texture = note.Texture; | |
| Position = new Vector2(GetNewPosX(), parentChecker.Node.GlobalPosition.Y); | |
| RotationDegrees = parentChecker.Node.RotationDegrees; | |
| IconSprite.Texture = arrowData.NoteRef.Texture; | |
| IconSprite.Rotation = -Rotation; | |
| OutlineSprite.Modulate = parentChecker.Color; | |
| } | |
| public virtual void Init(CheckerData parentChecker, ArrowData arrowData, double beatTime) | |
| { | |
| if (arrowData.NoteRef?.Texture == null) | |
| { | |
| GD.PrintErr("ArrowData or its Texture is null during initialization."); | |
| return; | |
| } | |
| Data = arrowData; | |
| _beatTime = beatTime; | |
| Position = new Vector2(GetNewPosX(), parentChecker.Node.GlobalPosition.Y); | |
| RotationDegrees = parentChecker.Node.RotationDegrees; | |
| IconSprite.Texture = arrowData.NoteRef.Texture; | |
| IconSprite.Rotation = -Rotation; | |
| OutlineSprite.Modulate = parentChecker.Color; | |
| } |
|
|
||
| [Export] | ||
| TextEdit currentComboMultText; | ||
| private TextureProgressBar _notePlacementBar; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
💡 Verification agent
🧩 Analysis chain
Confirm that both particle emitters are fully utilized.
_notePlacementBar and _fullBarParticles are both exported. While _notePlacementBar is clearly used, _fullBarParticles doesn't seem to be referenced. If this is intentional or for future use, consider adding a reference or comment explaining its purpose. Otherwise, remove it to keep the code clean.
Also applies to: 36-36
🏁 Script executed:
#!/bin/bash
# Searching for all references to _fullBarParticles
rg '_fullBarParticles'Length of output: 453
Attention: Review the utilization of the particle emitter references.
- The
_notePlacementBaris clearly used in the code. - The
_fullBarParticlesfield, although assigned via the scene (as seen inNotePlacementBar.tscn), is only declared in the script and isn’t used in any logic.
Please confirm whether _fullBarParticles is intended for future use. If so, add a clarifying comment about its purpose; otherwise, consider removing it to keep the code clean. This recommendation also applies to the similar declaration at line 36.
Reworks note system and arrow system, adds hold notes.
Fixes #108
Fixes #106
Summary by CodeRabbit