390 lines
11 KiB
Markdown
390 lines
11 KiB
Markdown
# F1 Debug Menu Implementation Plan
|
|
|
|
> **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.
|
|
|
|
**Goal:** Add an F1-toggled debug overlay with scene swapping and a command console that works regardless of the active scene.
|
|
|
|
**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.
|
|
|
|
**Tech Stack:** Godot 4.6, GDScript
|
|
|
|
**Spec:** `docs/superpowers/specs/2026-04-05-f1-debug-menu-design.md`
|
|
|
|
---
|
|
|
|
### Task 1: ConsoleCommand Base Class
|
|
|
|
**Files:**
|
|
- Create: `resources/resource_definitions/console_command.gd`
|
|
|
|
- [ ] **Step 1: Create the base class**
|
|
|
|
```gdscript
|
|
class_name ConsoleCommand extends RefCounted
|
|
|
|
func get_command_name() -> String:
|
|
return ""
|
|
|
|
func get_help_text() -> String:
|
|
return ""
|
|
|
|
func run(args: Array, context: Dictionary) -> String:
|
|
return ""
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 2: HelpCommand
|
|
|
|
**Files:**
|
|
- Create: `resources/console_commands/help_command.gd`
|
|
|
|
- [ ] **Step 1: Create the command**
|
|
|
|
`context["commands"]` will be the `Array[ConsoleCommand]` from DebugMenu.
|
|
|
|
```gdscript
|
|
class_name HelpCommand extends ConsoleCommand
|
|
|
|
func get_command_name() -> String:
|
|
return "help"
|
|
|
|
func get_help_text() -> String:
|
|
return "Lists all available commands"
|
|
|
|
func run(args: Array, context: Dictionary) -> String:
|
|
var commands: Array = context["commands"]
|
|
var lines: PackedStringArray = []
|
|
for command: ConsoleCommand in commands:
|
|
lines.append("%s - %s" % [command.get_command_name(), command.get_help_text()])
|
|
lines.append("Any other input is evaluated as a GDScript expression.")
|
|
return "\n".join(lines)
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 3: ListScenesCommand
|
|
|
|
**Files:**
|
|
- Create: `resources/console_commands/list_scenes_command.gd`
|
|
|
|
- [ ] **Step 1: Create the command**
|
|
|
|
`context["scene_registry"]` will be the scene registry array from DebugMenu.
|
|
|
|
```gdscript
|
|
class_name ListScenesCommand extends ConsoleCommand
|
|
|
|
func get_command_name() -> String:
|
|
return "list_scenes"
|
|
|
|
func get_help_text() -> String:
|
|
return "Lists available scenes for swapping"
|
|
|
|
func run(args: Array, context: Dictionary) -> String:
|
|
var registry: Array = context["scene_registry"]
|
|
var lines: PackedStringArray = []
|
|
for entry: Dictionary in registry:
|
|
lines.append(entry["name"])
|
|
return "\n".join(lines)
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 4: SwapCommand
|
|
|
|
**Files:**
|
|
- Create: `resources/console_commands/swap_command.gd`
|
|
|
|
- [ ] **Step 1: Create the command**
|
|
|
|
`context["debug_menu"]` will be the DebugMenu node reference, which has the `swap_scene()` method.
|
|
|
|
```gdscript
|
|
class_name SwapCommand extends ConsoleCommand
|
|
|
|
func get_command_name() -> String:
|
|
return "swap"
|
|
|
|
func get_help_text() -> String:
|
|
return "swap <name> - Swap to a scene by name (use list_scenes to see options)"
|
|
|
|
func run(args: Array, context: Dictionary) -> String:
|
|
if args.size() == 0:
|
|
return "Usage: swap <scene name>"
|
|
|
|
var search_name := " ".join(args).to_lower()
|
|
var registry: Array = context["scene_registry"]
|
|
for entry: Dictionary in registry:
|
|
if entry["name"].to_lower() == search_name:
|
|
var debug_menu: Node = context["debug_menu"]
|
|
debug_menu.call_deferred("swap_scene", entry)
|
|
return "Swapping to: %s" % entry["name"]
|
|
|
|
return "Scene not found: %s" % search_name
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 5: DebugMenu Script
|
|
|
|
**Files:**
|
|
- Create: `nodes/debug_menu.gd`
|
|
|
|
- [ ] **Step 1: Create the script**
|
|
|
|
```gdscript
|
|
class_name DebugMenu extends CanvasLayer
|
|
|
|
signal scene_swapped
|
|
signal close_requested
|
|
|
|
var active_scene_container: Node
|
|
|
|
var scene_registry: Array = [
|
|
{ "name": "Strategy Phase", "path": "res://scenes/strategy_phase.tscn" },
|
|
{ "name": "Main Menu", "path": "res://scenes/main_menu.tscn" },
|
|
{ "name": "Visual Novel", "path": "res://scenes/vn_scene.tscn" },
|
|
{ "name": "Dialogue", "path": "res://scenes/dialogue_scene.tscn" },
|
|
]
|
|
|
|
var commands: Array[ConsoleCommand] = []
|
|
|
|
@onready var panel: PanelContainer = %Panel
|
|
@onready var scene_list: VBoxContainer = %SceneList
|
|
@onready var command_input: LineEdit = %CommandInput
|
|
@onready var result_label: Label = %ResultLabel
|
|
|
|
func _ready() -> void:
|
|
commands = [
|
|
HelpCommand.new(),
|
|
ListScenesCommand.new(),
|
|
SwapCommand.new(),
|
|
]
|
|
_build_scene_buttons()
|
|
command_input.text_submitted.connect(_on_command_submitted)
|
|
result_label.text = ""
|
|
|
|
func _build_scene_buttons() -> void:
|
|
for child in scene_list.get_children():
|
|
child.queue_free()
|
|
for entry: Dictionary in scene_registry:
|
|
var button := Button.new()
|
|
button.text = entry["name"]
|
|
button.pressed.connect(swap_scene.bind(entry))
|
|
scene_list.add_child(button)
|
|
|
|
func swap_scene(entry: Dictionary) -> void:
|
|
for child in active_scene_container.get_children():
|
|
child.queue_free()
|
|
var scene: PackedScene = load(entry["path"])
|
|
var instance := scene.instantiate()
|
|
active_scene_container.add_child(instance)
|
|
if entry.has("setup"):
|
|
_apply_setup(entry["setup"], instance)
|
|
close_requested.emit()
|
|
|
|
func _apply_setup(setup_key: String, scene_instance: Node) -> void:
|
|
match setup_key:
|
|
_:
|
|
push_warning("Unknown setup key: %s" % setup_key)
|
|
|
|
func _on_command_submitted(text: String) -> void:
|
|
command_input.text = ""
|
|
if text.strip_edges().is_empty():
|
|
return
|
|
var result := _execute_command(text.strip_edges())
|
|
_show_result(result)
|
|
|
|
func _execute_command(input: String) -> String:
|
|
var parts := input.split(" ", false)
|
|
var command_name := parts[0]
|
|
var args: Array = []
|
|
if parts.size() > 1:
|
|
args = Array(parts.slice(1))
|
|
|
|
var context := {
|
|
"commands": commands,
|
|
"scene_registry": scene_registry,
|
|
"debug_menu": self,
|
|
"active_scene_container": active_scene_container,
|
|
}
|
|
|
|
for command: ConsoleCommand in commands:
|
|
if command.get_command_name() == command_name:
|
|
return command.run(args, context)
|
|
|
|
return _eval_expression(input)
|
|
|
|
func _eval_expression(input: String) -> String:
|
|
var expression := Expression.new()
|
|
var error := expression.parse(input)
|
|
if error != OK:
|
|
return "Parse error: %s" % expression.get_error_text()
|
|
|
|
var active_scene: Node = null
|
|
if active_scene_container.get_child_count() > 0:
|
|
active_scene = active_scene_container.get_child(0)
|
|
|
|
var result = expression.execute([], active_scene)
|
|
if expression.has_execute_failed():
|
|
return "Error: %s" % expression.get_error_text()
|
|
|
|
return str(result)
|
|
|
|
func _show_result(text: String) -> void:
|
|
result_label.text = text
|
|
var tween := create_tween()
|
|
tween.tween_interval(2.0)
|
|
tween.tween_callback(func(): result_label.text = "")
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 6: DebugMenu Scene (Prefab)
|
|
|
|
**Files:**
|
|
- Create: `prefabs/debug_menu.tscn`
|
|
|
|
- [ ] **Step 1: Build the scene in the Godot editor**
|
|
|
|
Create `prefabs/debug_menu.tscn` with this node tree:
|
|
|
|
```
|
|
DebugMenu (CanvasLayer, layer = 100, script = res://nodes/debug_menu.gd)
|
|
└── Panel (PanelContainer, unique name ✓)
|
|
├── anchors: full rect (anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1)
|
|
└── MarginContainer
|
|
└── VBoxContainer
|
|
├── Label (text = "Debug Menu", horizontal_alignment = CENTER)
|
|
├── HSeparator
|
|
├── Label (text = "Scenes:")
|
|
├── SceneList (VBoxContainer, unique name ✓)
|
|
├── HSeparator
|
|
├── Label (text = "Console:")
|
|
├── CommandInput (LineEdit, unique name ✓, placeholder_text = "Enter command or expression...")
|
|
└── ResultLabel (Label, unique name ✓, text = "")
|
|
```
|
|
|
|
Make sure to:
|
|
- Set `DebugMenu` CanvasLayer `layer` property to `100`
|
|
- Attach `res://nodes/debug_menu.gd` as the script
|
|
- Use "Access as Unique Name" (%) on: `Panel`, `SceneList`, `CommandInput`, `ResultLabel`
|
|
- Set `Panel`'s layout to "Full Rect" so it covers the viewport
|
|
- Set `CommandInput.placeholder_text` to `"Enter command or expression..."`
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 7: Game Script
|
|
|
|
**Files:**
|
|
- Create: `nodes/game.gd`
|
|
|
|
- [ ] **Step 1: Create the script**
|
|
|
|
```gdscript
|
|
class_name Game extends Node
|
|
|
|
@onready var debug_menu: DebugMenu = $DebugMenu
|
|
@onready var active_scene_container: Node = $ActiveSceneContainer
|
|
|
|
var _default_scene: PackedScene = preload("res://scenes/strategy_phase.tscn")
|
|
|
|
func _ready() -> void:
|
|
debug_menu.active_scene_container = active_scene_container
|
|
debug_menu.close_requested.connect(_close_debug_menu)
|
|
debug_menu.visible = false
|
|
var instance := _default_scene.instantiate()
|
|
active_scene_container.add_child(instance)
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if event.is_action_pressed("debug_toggle"):
|
|
_toggle_debug_menu()
|
|
|
|
func _toggle_debug_menu() -> void:
|
|
if debug_menu.visible:
|
|
_close_debug_menu()
|
|
else:
|
|
_open_debug_menu()
|
|
|
|
func _open_debug_menu() -> void:
|
|
debug_menu.visible = true
|
|
active_scene_container.process_mode = Node.PROCESS_MODE_DISABLED
|
|
|
|
func _close_debug_menu() -> void:
|
|
debug_menu.visible = false
|
|
active_scene_container.process_mode = Node.PROCESS_MODE_INHERIT
|
|
```
|
|
|
|
- [ ] **Step 2: Commit**
|
|
|
|
---
|
|
|
|
### Task 8: Game Scene and Project Config
|
|
|
|
**Files:**
|
|
- Create: `scenes/game.tscn`
|
|
- Modify: `project.godot`
|
|
|
|
- [ ] **Step 1: Register the F1 input action**
|
|
|
|
In Godot editor: Project > Project Settings > Input Map. Add a new action `debug_toggle` mapped to the F1 key.
|
|
|
|
Alternatively, add this to `project.godot` under a new `[input]` section:
|
|
|
|
```ini
|
|
[input]
|
|
|
|
debug_toggle={
|
|
"deadzone": 0.2,
|
|
"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)
|
|
]
|
|
}
|
|
```
|
|
|
|
(Physical keycode `4194332` is F1 in Godot.)
|
|
|
|
- [ ] **Step 2: Build the game scene in the Godot editor**
|
|
|
|
Create `scenes/game.tscn` with this tree:
|
|
|
|
```
|
|
Game (Node, script = res://nodes/game.gd, process_mode = PROCESS_MODE_ALWAYS)
|
|
├── DebugMenu (instance of res://prefabs/debug_menu.tscn)
|
|
└── ActiveSceneContainer (Node)
|
|
```
|
|
|
|
- Set `Game`'s `process_mode` to `PROCESS_MODE_ALWAYS` in the inspector.
|
|
- Instance `prefabs/debug_menu.tscn` as a child named `DebugMenu`.
|
|
- Add a plain `Node` child named `ActiveSceneContainer`.
|
|
|
|
- [ ] **Step 3: Update project.godot main scene**
|
|
|
|
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).
|
|
|
|
- [ ] **Step 4: Smoke test**
|
|
|
|
Run the project. Expected:
|
|
1. Strategy phase loads as before inside ActiveSceneContainer.
|
|
2. Press F1 — debug menu overlay appears, game underneath freezes.
|
|
3. Press F1 again — debug menu hides, game resumes.
|
|
4. Click a scene button — scene swaps, debug menu closes.
|
|
5. Type `help` in command input, press Enter — lists commands in result label.
|
|
6. Type `list_scenes` — shows scene names.
|
|
7. Type `swap main menu` — swaps to main menu scene.
|
|
8. Type an expression like `2 + 2` — shows `4`.
|
|
|
|
- [ ] **Step 5: Commit**
|