Debug menu, reorganized game scene
This commit is contained in:
389
docs/superpowers/plans/2026-04-05-f1-debug-menu.md
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389
docs/superpowers/plans/2026-04-05-f1-debug-menu.md
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# F1 Debug Menu Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Add an F1-toggled debug overlay with scene swapping and a command console that works regardless of the active scene.
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**Architecture:** A new `game.tscn` root scene hosts a `DebugMenu` CanvasLayer and an `ActiveSceneContainer` node. Scenes are loaded as children of the container. The command console uses a command pattern with explicit registration and an Expression eval fallback.
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**Tech Stack:** Godot 4.6, GDScript
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**Spec:** `docs/superpowers/specs/2026-04-05-f1-debug-menu-design.md`
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---
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### Task 1: ConsoleCommand Base Class
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**Files:**
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- Create: `resources/resource_definitions/console_command.gd`
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- [ ] **Step 1: Create the base class**
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```gdscript
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class_name ConsoleCommand extends RefCounted
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func get_command_name() -> String:
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return ""
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func get_help_text() -> String:
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return ""
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func run(args: Array, context: Dictionary) -> String:
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return ""
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```
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- [ ] **Step 2: Commit**
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---
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### Task 2: HelpCommand
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**Files:**
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- Create: `resources/console_commands/help_command.gd`
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- [ ] **Step 1: Create the command**
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`context["commands"]` will be the `Array[ConsoleCommand]` from DebugMenu.
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```gdscript
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class_name HelpCommand extends ConsoleCommand
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func get_command_name() -> String:
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return "help"
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func get_help_text() -> String:
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return "Lists all available commands"
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func run(args: Array, context: Dictionary) -> String:
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var commands: Array = context["commands"]
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var lines: PackedStringArray = []
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for command: ConsoleCommand in commands:
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lines.append("%s - %s" % [command.get_command_name(), command.get_help_text()])
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lines.append("Any other input is evaluated as a GDScript expression.")
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return "\n".join(lines)
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```
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- [ ] **Step 2: Commit**
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---
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### Task 3: ListScenesCommand
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**Files:**
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- Create: `resources/console_commands/list_scenes_command.gd`
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- [ ] **Step 1: Create the command**
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`context["scene_registry"]` will be the scene registry array from DebugMenu.
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```gdscript
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class_name ListScenesCommand extends ConsoleCommand
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func get_command_name() -> String:
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return "list_scenes"
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func get_help_text() -> String:
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return "Lists available scenes for swapping"
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func run(args: Array, context: Dictionary) -> String:
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var registry: Array = context["scene_registry"]
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var lines: PackedStringArray = []
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for entry: Dictionary in registry:
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lines.append(entry["name"])
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return "\n".join(lines)
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```
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- [ ] **Step 2: Commit**
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---
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### Task 4: SwapCommand
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**Files:**
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- Create: `resources/console_commands/swap_command.gd`
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- [ ] **Step 1: Create the command**
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`context["debug_menu"]` will be the DebugMenu node reference, which has the `swap_scene()` method.
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```gdscript
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class_name SwapCommand extends ConsoleCommand
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func get_command_name() -> String:
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return "swap"
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func get_help_text() -> String:
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return "swap <name> - Swap to a scene by name (use list_scenes to see options)"
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func run(args: Array, context: Dictionary) -> String:
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if args.size() == 0:
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return "Usage: swap <scene name>"
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var search_name := " ".join(args).to_lower()
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var registry: Array = context["scene_registry"]
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for entry: Dictionary in registry:
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if entry["name"].to_lower() == search_name:
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var debug_menu: Node = context["debug_menu"]
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debug_menu.call_deferred("swap_scene", entry)
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return "Swapping to: %s" % entry["name"]
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return "Scene not found: %s" % search_name
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```
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- [ ] **Step 2: Commit**
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---
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### Task 5: DebugMenu Script
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**Files:**
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- Create: `nodes/debug_menu.gd`
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- [ ] **Step 1: Create the script**
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```gdscript
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class_name DebugMenu extends CanvasLayer
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signal scene_swapped
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signal close_requested
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var active_scene_container: Node
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var scene_registry: Array = [
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{ "name": "Strategy Phase", "path": "res://scenes/strategy_phase.tscn" },
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{ "name": "Main Menu", "path": "res://scenes/main_menu.tscn" },
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{ "name": "Visual Novel", "path": "res://scenes/vn_scene.tscn" },
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{ "name": "Dialogue", "path": "res://scenes/dialogue_scene.tscn" },
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]
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var commands: Array[ConsoleCommand] = []
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@onready var panel: PanelContainer = %Panel
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@onready var scene_list: VBoxContainer = %SceneList
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@onready var command_input: LineEdit = %CommandInput
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@onready var result_label: Label = %ResultLabel
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func _ready() -> void:
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commands = [
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HelpCommand.new(),
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ListScenesCommand.new(),
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SwapCommand.new(),
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]
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_build_scene_buttons()
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command_input.text_submitted.connect(_on_command_submitted)
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result_label.text = ""
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func _build_scene_buttons() -> void:
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for child in scene_list.get_children():
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child.queue_free()
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for entry: Dictionary in scene_registry:
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var button := Button.new()
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button.text = entry["name"]
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button.pressed.connect(swap_scene.bind(entry))
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scene_list.add_child(button)
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func swap_scene(entry: Dictionary) -> void:
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for child in active_scene_container.get_children():
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child.queue_free()
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var scene: PackedScene = load(entry["path"])
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var instance := scene.instantiate()
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active_scene_container.add_child(instance)
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if entry.has("setup"):
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_apply_setup(entry["setup"], instance)
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close_requested.emit()
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func _apply_setup(setup_key: String, scene_instance: Node) -> void:
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match setup_key:
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_:
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push_warning("Unknown setup key: %s" % setup_key)
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func _on_command_submitted(text: String) -> void:
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command_input.text = ""
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if text.strip_edges().is_empty():
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return
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var result := _execute_command(text.strip_edges())
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_show_result(result)
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func _execute_command(input: String) -> String:
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var parts := input.split(" ", false)
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var command_name := parts[0]
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var args: Array = []
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if parts.size() > 1:
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args = Array(parts.slice(1))
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var context := {
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"commands": commands,
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"scene_registry": scene_registry,
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"debug_menu": self,
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"active_scene_container": active_scene_container,
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}
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for command: ConsoleCommand in commands:
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if command.get_command_name() == command_name:
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return command.run(args, context)
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return _eval_expression(input)
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func _eval_expression(input: String) -> String:
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var expression := Expression.new()
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var error := expression.parse(input)
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if error != OK:
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return "Parse error: %s" % expression.get_error_text()
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var active_scene: Node = null
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if active_scene_container.get_child_count() > 0:
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active_scene = active_scene_container.get_child(0)
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var result = expression.execute([], active_scene)
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if expression.has_execute_failed():
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return "Error: %s" % expression.get_error_text()
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return str(result)
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func _show_result(text: String) -> void:
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result_label.text = text
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var tween := create_tween()
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tween.tween_interval(2.0)
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tween.tween_callback(func(): result_label.text = "")
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```
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- [ ] **Step 2: Commit**
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---
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### Task 6: DebugMenu Scene (Prefab)
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**Files:**
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- Create: `prefabs/debug_menu.tscn`
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- [ ] **Step 1: Build the scene in the Godot editor**
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Create `prefabs/debug_menu.tscn` with this node tree:
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```
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DebugMenu (CanvasLayer, layer = 100, script = res://nodes/debug_menu.gd)
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└── Panel (PanelContainer, unique name ✓)
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├── anchors: full rect (anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1)
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└── MarginContainer
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└── VBoxContainer
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├── Label (text = "Debug Menu", horizontal_alignment = CENTER)
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├── HSeparator
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├── Label (text = "Scenes:")
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├── SceneList (VBoxContainer, unique name ✓)
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├── HSeparator
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├── Label (text = "Console:")
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├── CommandInput (LineEdit, unique name ✓, placeholder_text = "Enter command or expression...")
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└── ResultLabel (Label, unique name ✓, text = "")
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```
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Make sure to:
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- Set `DebugMenu` CanvasLayer `layer` property to `100`
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- Attach `res://nodes/debug_menu.gd` as the script
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- Use "Access as Unique Name" (%) on: `Panel`, `SceneList`, `CommandInput`, `ResultLabel`
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- Set `Panel`'s layout to "Full Rect" so it covers the viewport
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- Set `CommandInput.placeholder_text` to `"Enter command or expression..."`
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- [ ] **Step 2: Commit**
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---
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### Task 7: Game Script
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**Files:**
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- Create: `nodes/game.gd`
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- [ ] **Step 1: Create the script**
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```gdscript
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class_name Game extends Node
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@onready var debug_menu: DebugMenu = $DebugMenu
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@onready var active_scene_container: Node = $ActiveSceneContainer
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var _default_scene: PackedScene = preload("res://scenes/strategy_phase.tscn")
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func _ready() -> void:
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debug_menu.active_scene_container = active_scene_container
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debug_menu.close_requested.connect(_close_debug_menu)
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debug_menu.visible = false
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var instance := _default_scene.instantiate()
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active_scene_container.add_child(instance)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("debug_toggle"):
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_toggle_debug_menu()
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func _toggle_debug_menu() -> void:
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if debug_menu.visible:
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_close_debug_menu()
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else:
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_open_debug_menu()
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func _open_debug_menu() -> void:
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debug_menu.visible = true
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active_scene_container.process_mode = Node.PROCESS_MODE_DISABLED
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func _close_debug_menu() -> void:
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debug_menu.visible = false
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active_scene_container.process_mode = Node.PROCESS_MODE_INHERIT
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```
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- [ ] **Step 2: Commit**
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---
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### Task 8: Game Scene and Project Config
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**Files:**
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- Create: `scenes/game.tscn`
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- Modify: `project.godot`
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- [ ] **Step 1: Register the F1 input action**
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In Godot editor: Project > Project Settings > Input Map. Add a new action `debug_toggle` mapped to the F1 key.
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Alternatively, add this to `project.godot` under a new `[input]` section:
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```ini
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[input]
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debug_toggle={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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```
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(Physical keycode `4194332` is F1 in Godot.)
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- [ ] **Step 2: Build the game scene in the Godot editor**
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Create `scenes/game.tscn` with this tree:
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```
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Game (Node, script = res://nodes/game.gd, process_mode = PROCESS_MODE_ALWAYS)
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├── DebugMenu (instance of res://prefabs/debug_menu.tscn)
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└── ActiveSceneContainer (Node)
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```
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- Set `Game`'s `process_mode` to `PROCESS_MODE_ALWAYS` in the inspector.
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- Instance `prefabs/debug_menu.tscn` as a child named `DebugMenu`.
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- Add a plain `Node` child named `ActiveSceneContainer`.
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- [ ] **Step 3: Update project.godot main scene**
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Change `run/main_scene` in `project.godot` to point to `scenes/game.tscn` (use Project > Project Settings > General > Application > Run > Main Scene in the editor, or update the UID reference manually).
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- [ ] **Step 4: Smoke test**
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Run the project. Expected:
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1. Strategy phase loads as before inside ActiveSceneContainer.
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2. Press F1 — debug menu overlay appears, game underneath freezes.
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3. Press F1 again — debug menu hides, game resumes.
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4. Click a scene button — scene swaps, debug menu closes.
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5. Type `help` in command input, press Enter — lists commands in result label.
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6. Type `list_scenes` — shows scene names.
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7. Type `swap main menu` — swaps to main menu scene.
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8. Type an expression like `2 + 2` — shows `4`.
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- [ ] **Step 5: Commit**
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145
docs/superpowers/specs/2026-04-05-f1-debug-menu-design.md
Normal file
145
docs/superpowers/specs/2026-04-05-f1-debug-menu-design.md
Normal file
@@ -0,0 +1,145 @@
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# F1 Debug Menu Design
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## Overview
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An F1-toggled debug menu overlay that works regardless of the current scene. Introduces a new root scene (`game.tscn`) that hosts both the debug menu and the active game scene as children. The game pauses underneath while the debug menu is open.
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## Scene Tree Structure
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```
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Game (Node, process_mode = PROCESS_MODE_ALWAYS)
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├── DebugMenu (CanvasLayer, layer 100)
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│ ├── Panel (PanelContainer)
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│ │ ├── SceneList (VBoxContainer of Buttons)
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│ │ └── CommandInput (LineEdit)
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│ └── ResultLabel (Label, brief flash for command output)
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└── ActiveSceneContainer (Node)
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└── <currently loaded scene>
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```
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- `Game` is the new main scene, replacing `strategy_phase.tscn` as the entry point in `project.godot`.
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- `DebugMenu` uses a high `CanvasLayer` (layer 100) so it always renders above the active scene.
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- `ActiveSceneContainer` is a plain `Node` whose child gets swapped when changing scenes.
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- `Game` has `process_mode = PROCESS_MODE_ALWAYS` so it can receive F1 input even while the tree is paused.
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## Responsibilities
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### Game (`game.gd`)
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Thin shell only:
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- F1 input toggles `DebugMenu` visibility.
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- When debug menu opens: sets `ActiveSceneContainer.process_mode = PROCESS_MODE_DISABLED`.
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- When debug menu closes: sets `ActiveSceneContainer.process_mode = PROCESS_MODE_INHERIT`.
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- Loads the default scene (strategy_phase) into `ActiveSceneContainer` at startup.
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- Passes a reference to `ActiveSceneContainer` to `DebugMenu` at `_ready()`.
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### DebugMenu (`debug_menu.gd`)
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Owns all debug functionality:
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- **Scene registry**: hardcoded array of scene entries.
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- **Scene swapping**: frees old child of `ActiveSceneContainer`, instantiates new scene, applies setup if present.
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- **Command console**: parses input, dispatches to registered commands or falls back to expression eval.
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- **Command registration**: holds an explicit `Array[ConsoleCommand]` populated at `_ready()`.
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## Scene Swapping
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### Registry Format
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A hardcoded array in `DebugMenu`:
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```gdscript
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var scene_registry: Array = [
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{ "name": "Strategy Phase", "path": "res://scenes/strategy_phase.tscn" },
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{ "name": "Strategy Phase (Test Data)", "path": "res://scenes/strategy_phase.tscn", "setup": "test_data" },
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{ "name": "Main Menu", "path": "res://scenes/main_menu.tscn" },
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{ "name": "Visual Novel", "path": "res://scenes/vn_scene.tscn" },
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{ "name": "Dialogue", "path": "res://scenes/dialogue_scene.tscn" },
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]
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```
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### Swap Flow
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1. Free the current child of `ActiveSceneContainer`.
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2. Instantiate the new scene from `path` and add as child.
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3. If the entry has a `"setup"` key, call a setup method on `DebugMenu` that applies that configuration to the new scene instance.
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4. Close the debug menu and signal `Game` to unpause.
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### Setup Hooks
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Setup functions live in `DebugMenu`, dispatched by matching the `"setup"` string key. This keeps test configurations self-contained within the debug system.
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## Command Console
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### Input
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||||
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A `LineEdit` at the bottom of the debug panel. On Enter:
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||||
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1. Split input text — first token is the command name, rest are arguments.
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2. Check against registered commands by matching `get_command_name()`.
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3. If found, call `run()` with args and context.
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4. If no match, fall back to Godot's `Expression` class (evaluated with the active scene as base instance).
|
||||
5. Show the result (or error) in `ResultLabel`, then hide it after 2 seconds using a `Timer` or `create_tween()`.
|
||||
|
||||
### Command Pattern
|
||||
|
||||
Base class:
|
||||
|
||||
```gdscript
|
||||
class_name ConsoleCommand
|
||||
|
||||
func get_command_name() -> String:
|
||||
return ""
|
||||
|
||||
func get_help_text() -> String:
|
||||
return ""
|
||||
|
||||
func run(args: Array, context: Dictionary) -> String:
|
||||
return ""
|
||||
```
|
||||
|
||||
Each command extends `ConsoleCommand` and overrides these three methods. The `context` dictionary provides access to the active scene container, debug menu reference, and other shared state without coupling commands to specific nodes.
|
||||
|
||||
Commands are explicitly registered in an `Array[ConsoleCommand]` in `DebugMenu._ready()`.
|
||||
|
||||
### Starter Commands
|
||||
|
||||
- **`help`** — lists all registered commands with their help text.
|
||||
- **`swap <name>`** — scene swap by name (matches against registry entry names).
|
||||
- **`list_scenes`** — prints available scene registry entries.
|
||||
|
||||
### Expression Eval Fallback
|
||||
|
||||
Uses Godot's `Expression` class. The expression executes with the current active scene as the base instance, allowing direct access to nodes and properties in the loaded scene. Errors are displayed in `ResultLabel`.
|
||||
|
||||
## File Organization
|
||||
|
||||
```
|
||||
nodes/
|
||||
├── game.gd # Thin shell
|
||||
├── debug_menu.gd # Scene registry, command console, swap logic
|
||||
|
||||
resources/resource_definitions/
|
||||
├── console_command.gd # Base class
|
||||
|
||||
resources/console_commands/
|
||||
├── swap_command.gd
|
||||
├── help_command.gd
|
||||
├── list_scenes_command.gd
|
||||
|
||||
scenes/
|
||||
├── game.tscn # New root scene (new main_scene in project.godot)
|
||||
|
||||
prefabs/
|
||||
├── debug_menu.tscn # CanvasLayer with panel, buttons, input, result label
|
||||
```
|
||||
|
||||
Existing scenes are unchanged — they are loaded as children of `ActiveSceneContainer` instead of being the root.
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- **No autoload**: The debug menu is a UI node, not a headless service. The `XXXServer` autoload pattern is reserved for game services like a future `SceneManagerServer`.
|
||||
- **Explicit command registration**: Commands are listed in an array rather than auto-discovered from a folder. Simpler and more readable for a small number of commands. Can be swapped to auto-discovery later if needed.
|
||||
- **Single-line output**: `ResultLabel` shows one result at a time with a brief display. No scrollable history for now.
|
||||
- **Hardcoded scene list**: Entries can carry setup data/context, which auto-discovery from `.tscn` files wouldn't support.
|
||||
Reference in New Issue
Block a user