diff --git a/.beads/interactions.jsonl b/.beads/interactions.jsonl index e69de29..0d3e21f 100644 --- a/.beads/interactions.jsonl +++ b/.beads/interactions.jsonl @@ -0,0 +1,17 @@ +{"id":"int-b6ed29b5","kind":"field_change","created_at":"2026-08-17T21:41:12.523341Z","actor":"E.Gavrilov","issue_id":"goon-game-character-basic","extra":{"field":"status","new_value":"closed","old_value":"open","reason":"Реализовано в текущем vertical slice."}} +{"id":"int-e1f7e935","kind":"field_change","created_at":"2026-08-17T21:41:13.724781Z","actor":"E.Gavrilov","issue_id":"goon-game-death-core","extra":{"field":"status","new_value":"closed","old_value":"open","reason":"Реализовано и проверено ботом уровня 5."}} +{"id":"int-20c8f120","kind":"field_change","created_at":"2026-08-17T21:41:14.909909Z","actor":"E.Gavrilov","issue_id":"goon-game-physics-basic","extra":{"field":"status","new_value":"closed","old_value":"open","reason":"Базовая физика присутствует; production determinism остаётся отдельной 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объектами.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"feature","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:43Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:43Z","labels":["production","puzzle"],"dependencies":[{"issue_id":"goon-game-weighted-objects","depends_on_id":"goon-game-e05","type":"parent-child","created_at":"2026-08-18T00:43:14Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-hazards-full","title":"Дополнить production-каталог опасностей","description":"Добавить crusher, fire, projectile, explosion и data-driven настройки импульса/звука/визуала.","acceptance_criteria":"Каждая опасность имеет prefab/data definition, тесты и минимум один учебный уровень.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"feature","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":2400,"created_at":"2026-08-17T21:39:37Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:37Z","labels":["hazards","production"],"dependencies":[{"issue_id":"goon-game-hazards-full","depends_on_id":"goon-game-e04","type":"parent-child","created_at":"2026-08-18T00:43:10Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-corpse-states","title":"Расширить состояния тел","description":"Добавить crushed, burned и остальные утверждённые состояния поверх normal/pinned/frozen/conductive.","acceptance_criteria":"Каждое состояние используется минимум одной уникальной головоломкой и проходит DoD механики.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"feature","owner":"gavrilovdev@yandex-team.ru","estimated_minutes":1920,"created_at":"2026-08-17T21:39:29Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:29Z","labels":["corpse","production"],"dependencies":[{"issue_id":"goon-game-corpse-states","depends_on_id":"goon-game-e02","type":"parent-child","created_at":"2026-08-18T00:43:05Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-e14","title":"EPIC-14 Analytics","description":"События прохождения, позиции смертей и crash reporting без лишних персональных данных. Раздел 47.","acceptance_criteria":"События и ошибки проверены в тестовом канале, схема версионирована.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"epic","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:12Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:12Z","labels":["analytics","epic"],"dependencies":[{"issue_id":"goon-game-e14","depends_on_id":"goon-game-plan","type":"parent-child","created_at":"2026-08-18T00:42:57Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-e11","title":"EPIC-11 Art","description":"Самостоятельное художественное направление, модульные персонажи и анимации. Разделы 26–28.","acceptance_criteria":"Визуальный язык утверждён, оригинален и покрывает все игровые состояния.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"epic","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:05Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:05Z","labels":["art","epic"],"dependencies":[{"issue_id":"goon-game-e11","depends_on_id":"goon-game-plan","type":"parent-child","created_at":"2026-08-18T00:42:54Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-e10","title":"EPIC-10 Audio","description":"Sound design, вариативность реакций и музыкальные loops. Разделы 29–30.","acceptance_criteria":"Vertical slice имеет полный audio pass без раздражающих повторов.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":2,"issue_type":"epic","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:39:03Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:39:03Z","labels":["audio","epic"],"dependencies":[{"issue_id":"goon-game-e10","depends_on_id":"goon-game-plan","type":"parent-child","created_at":"2026-08-18T00:42:52Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":0,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-milestone-rc","title":"Milestone: Release Candidate","description":"Финальный gate раздела 59.","acceptance_criteria":"0 blocker, 0 critical progression bugs, all levels completable, save migration/lifecycle/store signing/analytics/crash reporting verified.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":3,"issue_type":"task","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:41:11Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:44:02Z","labels":["milestone","release-candidate"],"dependencies":[{"issue_id":"goon-game-milestone-rc","depends_on_id":"goon-game-analytics-contract","type":"blocks","created_at":"2026-08-18T00:44:32Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-milestone-rc","depends_on_id":"goon-game-e16","type":"parent-child","created_at":"2026-08-18T00:44:00Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-milestone-rc","depends_on_id":"goon-game-milestone-beta","type":"blocks","created_at":"2026-08-18T00:44:30Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-milestone-rc","depends_on_id":"goon-game-release-build","type":"blocks","created_at":"2026-08-18T00:44:31Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":3,"dependent_count":0,"comment_count":0} +{"_type":"issue","id":"goon-game-milestone-beta","title":"Milestone: Beta","description":"Feature freeze, зафиксированные уровни, bug fixing, optimization и localization QA.","acceptance_criteria":"Нет новых механик; beta QA matrix зелёная.","spec_id":"docs/DEVELOPMENT_PLAN.md","status":"open","priority":3,"issue_type":"task","owner":"gavrilovdev@yandex-team.ru","created_at":"2026-08-17T21:41:06Z","created_by":"E.Gavrilov","updated_at":"2026-08-17T21:44:02Z","labels":["beta","milestone"],"dependencies":[{"issue_id":"goon-game-milestone-beta","depends_on_id":"goon-game-e16","type":"parent-child","created_at":"2026-08-18T00:43:58Z","created_by":"E.Gavrilov","metadata":"{}"},{"issue_id":"goon-game-milestone-beta","depends_on_id":"goon-game-milestone-alpha","type":"blocks","created_at":"2026-08-18T00:44:29Z","created_by":"E.Gavrilov","metadata":"{}"}],"dependency_count":1,"dependent_count":1,"comment_count":0} diff --git a/.gitignore b/.gitignore index 38123fa..4a38867 100644 --- a/.gitignore +++ b/.gitignore @@ -5,7 +5,7 @@ local.properties *.iml captures/ -# Beads / Dolt files (added by bd init) +# Beads / Dolt local runtime .dolt/ *.db .beads-credential-key diff --git a/AGENTS.md b/AGENTS.md index bc2ae10..6c737c5 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -1,96 +1,41 @@ -# Agent Instructions +# Project instructions -This project uses **bd** (beads) for issue tracking. Run `bd prime` for full workflow context. +## Beads -> **Architecture in one line:** Issues live in a local Dolt database -> (`.beads/dolt/`); cross-machine sync uses `bd dolt push/pull` (a -> git-compatible protocol), stored under `refs/dolt/data` on your git -> remote — separate from `refs/heads/*` where your code lives. -> `.beads/issues.jsonl` is a passive export, not the wire protocol. -> -> See [SYNC_CONCEPTS.md](https://github.com/gastownhall/beads/blob/main/docs/SYNC_CONCEPTS.md) -> for the one-screen overview and anti-patterns (don't treat JSONL as the -> source of truth; don't `bd import` during normal operation; don't -> reach for third-party Dolt hosting before trying the default). +This project uses `bd` (Beads) as the source of truth for work tracking. -## Quick Reference +At the beginning of a work session run: -```bash -bd ready # Find available work -bd show # View issue details -bd update --claim # Claim work atomically -bd close # Complete work -bd dolt push # Push beads data to remote +```sh +bd prime +bd status +bd ready --exclude-type epic ``` -## Non-Interactive Shell Commands +Claim the selected bead before changing code and close it only after its acceptance criteria and relevant checks pass. Create follow-up beads for newly discovered work and connect real blockers with `bd dep add`. -**ALWAYS use non-interactive flags** with file operations to avoid hanging on confirmation prompts. +The current Beads database is local-only embedded Dolt. No Git or Dolt remote is configured, so do not claim that changes were pushed. At the end of a session: -Shell commands like `cp`, `mv`, and `rm` may be aliased to include `-i` (interactive) mode on some systems, causing the agent to hang indefinitely waiting for y/n input. +1. run the relevant quality gates; +2. update or close the active bead; +3. run `bd dep cycles` after dependency changes; +4. export a readable snapshot with `bd export --output .beads/issues.jsonl`; +5. commit local source and tracking changes when appropriate; +6. report explicitly that synchronization remains local until a remote is configured. -**Use these forms instead:** -```bash -# Force overwrite without prompting -cp -f source dest # NOT: cp source dest -mv -f source dest # NOT: mv source dest -rm -f file # NOT: rm file +Do not edit `.beads/issues.jsonl` manually. The source of truth is `.beads/embeddeddolt`. -# For recursive operations -rm -rf directory # NOT: rm -r directory -cp -rf source dest # NOT: cp -r source dest +## Build and tests + +```sh +./gradlew clean testDebugUnitTest lintDebug assembleDebug +./gradlew connectedDebugAndroidTest ``` -**Other commands that may prompt:** -- `scp` - use `-o BatchMode=yes` for non-interactive -- `ssh` - use `-o BatchMode=yes` to fail instead of prompting -- `apt-get` - use `-y` flag -- `brew` - use `HOMEBREW_NO_AUTO_UPDATE=1` env var +The connected test command requires a running Android device or emulator. - -## Beads Issue Tracker +## Product documents -This project uses **bd (beads)** for issue tracking. Run `bd prime` to see full workflow context and commands. - -### Quick Reference - -```bash -bd ready # Find available work -bd show # View issue details -bd update --claim # Claim work -bd close # Complete work -``` - -### Rules - -- Use `bd` for ALL task tracking — do NOT use TodoWrite, TaskCreate, or markdown TODO lists -- Run `bd prime` for detailed command reference and session close protocol -- Use `bd remember` for persistent knowledge — do NOT use MEMORY.md files - -**Architecture in one line:** issues live in a local Dolt DB; sync uses `refs/dolt/data` on your git remote; `.beads/issues.jsonl` is a passive export. See https://github.com/gastownhall/beads/blob/main/docs/SYNC_CONCEPTS.md for details and anti-patterns. - -## Session Completion - -**When ending a work session**, you MUST complete ALL steps below. Work is NOT complete until `git push` succeeds. - -**MANDATORY WORKFLOW:** - -1. **File issues for remaining work** - Create issues for anything that needs follow-up -2. **Run quality gates** (if code changed) - Tests, linters, builds -3. **Update issue status** - Close finished work, update in-progress items -4. **PUSH TO REMOTE** - This is MANDATORY: - ```bash - git pull --rebase - git push - git status # MUST show "up to date with origin" - ``` -5. **Clean up** - Clear stashes, prune remote branches -6. **Verify** - All changes committed AND pushed -7. **Hand off** - Provide context for next session - -**CRITICAL RULES:** -- Work is NOT complete until `git push` succeeds -- NEVER stop before pushing - that leaves work stranded locally -- NEVER say "ready to push when you are" - YOU must push -- If push fails, resolve and retry until it succeeds - +- `docs/DEVELOPMENT_PLAN.md` — approved GDD + TDD + production roadmap. +- `docs/CURRENT_ROADMAP.md` — current execution sequence. +- `docs/BEADS_WORKFLOW.md` — backlog structure and operator commands. diff --git a/CLAUDE.md b/CLAUDE.md index cd553b9..1100c8d 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,70 +1,5 @@ -# Project Instructions for AI Agents +# Project instructions for Claude Code -This file provides instructions and context for AI coding agents working on this project. +Follow [`AGENTS.md`](AGENTS.md). Work is tracked in local Beads (`bd`), with no remote currently configured. - -## Beads Issue Tracker - -This project uses **bd (beads)** for issue tracking. Run `bd prime` to see full workflow context and commands. - -### Quick Reference - -```bash -bd ready # Find available work -bd show # View issue details -bd update --claim # Claim work -bd close # Complete work -``` - -### Rules - -- Use `bd` for ALL task tracking — do NOT use TodoWrite, TaskCreate, or markdown TODO lists -- Run `bd prime` for detailed command reference and session close protocol -- Use `bd remember` for persistent knowledge — do NOT use MEMORY.md files - -**Architecture in one line:** issues live in a local Dolt DB; sync uses `refs/dolt/data` on your git remote; `.beads/issues.jsonl` is a passive export. See https://github.com/gastownhall/beads/blob/main/docs/SYNC_CONCEPTS.md for details and anti-patterns. - -## Session Completion - -**When ending a work session**, you MUST complete ALL steps below. Work is NOT complete until `git push` succeeds. - -**MANDATORY WORKFLOW:** - -1. **File issues for remaining work** - Create issues for anything that needs follow-up -2. **Run quality gates** (if code changed) - Tests, linters, builds -3. **Update issue status** - Close finished work, update in-progress items -4. **PUSH TO REMOTE** - This is MANDATORY: - ```bash - git pull --rebase - git push - git status # MUST show "up to date with origin" - ``` -5. **Clean up** - Clear stashes, prune remote branches -6. **Verify** - All changes committed AND pushed -7. **Hand off** - Provide context for next session - -**CRITICAL RULES:** -- Work is NOT complete until `git push` succeeds -- NEVER stop before pushing - that leaves work stranded locally -- NEVER say "ready to push when you are" - YOU must push -- If push fails, resolve and retry until it succeeds - - - -## Build & Test - -_Add your build and test commands here_ - -```bash -# Example: -# npm install -# npm test -``` - -## Architecture Overview - -_Add a brief overview of your project architecture_ - -## Conventions & Patterns - -_Add your project-specific conventions here_ +Run `bd prime`, `bd status`, and `bd ready --exclude-type epic` before selecting work. Claim a bead before implementation and update its status only after its acceptance criteria and relevant tests are satisfied. diff --git a/QA_REPORT.md b/QA_REPORT.md new file mode 100644 index 0000000..cfde6e2 --- /dev/null +++ b/QA_REPORT.md @@ -0,0 +1,36 @@ +# QA report + +Date: 2026-08-18 + +## Automated checks + +- Clean Gradle build: `clean testDebugUnitTest lintDebug assembleDebug` — passed. +- Unit tests: 8 passed, 0 failed, 0 skipped. +- Device acceptance tests: 1 passed, 0 failed, 0 skipped. +- Level 5 bot: completed the production level in about 8.2 seconds with exactly one death, one retained corpse, pressure-plate activation, door passage, two jumps, and goal contact. +- Android Lint: no issues found. +- APK archive integrity: all entries passed `unzip -t`. +- Package metadata: `com.projectsacrifice.game.debug`, version code 3, min SDK 23, target SDK 34. +- APK signature: v1 and v2 schemes verified; one standard Android Debug signer. + +## Device smoke test + +Environment: official ARM64 Android Emulator, Android 16 / API 36, 2400×1080 landscape. + +Verified: + +1. streamed APK installation returns `Success`; +2. cold launch returns `Status: ok`; +3. `MainActivity` remains visible and `RESUMED`; +4. immersive landscape mode is applied; +5. level-selection screen renders correctly; +6. entering level 1 renders the HUD, character, goal, and mobile controls; +7. holding the right control completes level 1; +8. completion records best time/deaths and unlocks level 2 (`unlocked=2`); +9. reaching spikes in level 2 increments the volunteer counter, keeps the corpse in the level, and respawns a live volunteer without resetting the scene; +10. Android crash buffer remains empty after the corrected build and gameplay smoke tests. +11. the level 5 acceptance bot reproduces the complete saw/body/plate/door solution on the same Android 16 emulator; its initial red runs exposed an unstable saw impulse, and the final run passed after the body delivery was corrected. + +## Distribution note + +The delivered APK is a debug-signed tester build. It is directly installable, but it is not intended for Play Store publication. A production release should use the publisher's private release keystore and a non-debug application ID. diff --git a/README.md b/README.md new file mode 100644 index 0000000..6f34bd5 --- /dev/null +++ b/README.md @@ -0,0 +1,63 @@ +# Project Sacrifice — Android vertical slice + +An original landscape puzzle-platformer prototype inspired by the broad “death changes the puzzle” genre formula. It does not reuse the title, art, audio, text, characters, or level layouts of any commercial game. + +Project documents: + +- [`docs/DEVELOPMENT_PLAN.md`](docs/DEVELOPMENT_PLAN.md) — approved GDD + TDD + production roadmap; +- [`docs/CURRENT_ROADMAP.md`](docs/CURRENT_ROADMAP.md) — execution roadmap for the existing vertical slice; +- [`docs/BEADS_WORKFLOW.md`](docs/BEADS_WORKFLOW.md) — local backlog structure and daily Beads commands. + +## Playable content + +The APK contains ten sequential levels: + +1. movement and jumping; +2. bodies covering a spike lane; +3. a corpse holding a pressure plate and door; +4. a toggle-controlled moving lift; +5. a saw launching a corpse onto a remote plate; +6. a frozen corpse becoming a stable step; +7. an electrified corpse completing a relay; +8. a timed switch and moving platform; +9. a two-signal door requiring weight and electricity; +10. a mastery level combining saw, freeze, electricity, pressure plate, pit, moving lift, and final gate. + +Death does not reset the level. A new volunteer respawns after a short delay while retained bodies stay in the simulation. The restart button deliberately clears the puzzle state. Progress, best time, and lowest volunteer count are stored locally. + +## Controls + +- Hold the left/right arrows to move. +- Hold a direction and tap jump simultaneously; multitouch is supported. +- `Restart` restores the current level. +- `II` pauses the game and exposes level selection. + +The movement constants include 130 ms coyote time and 140 ms input buffering. + +## Build + +Requirements: JDK 17 and Android SDK Platform/Build Tools 34. + +```sh +./gradlew testDebugUnitTest assembleDebug +``` + +Level 5 has a device-level acceptance bot. It drives the production `GameView` +through the same movement and jump inputs as the touch controls, sacrifices one +volunteer to the saw, verifies the retained body and pressure-plate door, then +reaches the goal. With an emulator or phone connected, run it with: + +```sh +./gradlew connectedDebugAndroidTest \ + -Pandroid.testInstrumentationRunnerArguments.class=com.projectsacrifice.game.LevelFivePlaythroughTest +``` + +The debug APK is written to `app/build/outputs/apk/debug/app-debug.apk`. It is signed with Android's standard debug key and can be installed with: + +```sh +adb install -r app/build/outputs/apk/debug/app-debug.apk +``` + +## Scope + +This is a dependency-free vertical slice rendered through a custom Android Canvas view. It is intended for gameplay evaluation on phones and tablets, not as a content-complete commercial release. diff --git a/app/build.gradle b/app/build.gradle new file mode 100644 index 0000000..323afa9 --- /dev/null +++ b/app/build.gradle @@ -0,0 +1,45 @@ +plugins { + id 'com.android.application' +} + +android { + namespace 'com.projectsacrifice.game' + compileSdk 34 + + defaultConfig { + applicationId 'com.projectsacrifice.game' + minSdk 23 + targetSdk 34 + versionCode 3 + versionName '0.2.1-level5-proof' + + testInstrumentationRunner 'androidx.test.runner.AndroidJUnitRunner' + } + + buildTypes { + debug { + applicationIdSuffix '.debug' + versionNameSuffix '-debug' + } + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro' + } + } + + compileOptions { + sourceCompatibility JavaVersion.VERSION_17 + targetCompatibility JavaVersion.VERSION_17 + } + + testOptions { + unitTests.returnDefaultValues = true + } +} + +dependencies { + testImplementation 'junit:junit:4.13.2' + androidTestImplementation 'androidx.test:runner:1.5.2' + androidTestImplementation 'androidx.test.ext:junit:1.1.5' + androidTestImplementation 'androidx.test:rules:1.5.0' +} diff --git a/app/proguard-rules.pro b/app/proguard-rules.pro new file mode 100644 index 0000000..550fe93 --- /dev/null +++ b/app/proguard-rules.pro @@ -0,0 +1 @@ +# No shrinking is enabled for this prototype. diff --git a/app/src/androidTest/java/com/projectsacrifice/game/LevelFivePlaythroughTest.java b/app/src/androidTest/java/com/projectsacrifice/game/LevelFivePlaythroughTest.java new file mode 100644 index 0000000..ec83627 --- /dev/null +++ b/app/src/androidTest/java/com/projectsacrifice/game/LevelFivePlaythroughTest.java @@ -0,0 +1,70 @@ +package com.projectsacrifice.game; + +import android.app.Instrumentation; + +import androidx.test.core.app.ActivityScenario; +import androidx.test.ext.junit.runners.AndroidJUnit4; +import androidx.test.platform.app.InstrumentationRegistry; + +import org.junit.Test; +import org.junit.runner.RunWith; + +/** Acceptance test: a bot must finish the same level implementation shipped in the APK. */ +@RunWith(AndroidJUnit4.class) +public final class LevelFivePlaythroughTest { + @Test + public void testBotCompletesLevelFive() { + try (ActivityScenario scenario = ActivityScenario.launch(MainActivity.class)) { + final GameView[] view = new GameView[1]; + scenario.onActivity(activity -> view[0] = activity.gameViewForAutomation()); + + LevelPlaytestBot bot = new LevelPlaytestBot(); + LevelPlaytestBot.Result result = bot.proveLevelFive( + new AndroidDriver(InstrumentationRegistry.getInstrumentation(), view[0]), + 25_000L + ); + + org.junit.Assert.assertTrue(result.diagnostic(), result.completed()); + org.junit.Assert.assertTrue("The solution must use at least one volunteer", result.deaths() >= 1); + org.junit.Assert.assertTrue("The delivered corpse must remain in the puzzle", result.corpseCount() >= 1); + org.junit.Assert.assertTrue("The pressure-plate door must open", result.doorOpened()); + } + } + + private static final class AndroidDriver implements LevelPlaytestBot.Driver { + private final Instrumentation instrumentation; + private final GameView gameView; + + AndroidDriver(Instrumentation instrumentation, GameView gameView) { + this.instrumentation = instrumentation; + this.gameView = gameView; + } + + @Override + public void startLevel(int oneBasedLevelNumber) { + instrumentation.runOnMainSync(() -> gameView.startLevelForAutomation(oneBasedLevelNumber)); + } + + @Override + public void setInput(boolean moveLeft, boolean moveRight, boolean jump) { + instrumentation.runOnMainSync(() -> gameView.setAutomationInput(moveLeft, moveRight, jump)); + } + + @Override + public GameView.AutomationSnapshot snapshot() { + final GameView.AutomationSnapshot[] value = new GameView.AutomationSnapshot[1]; + instrumentation.runOnMainSync(() -> value[0] = gameView.automationSnapshot()); + return value[0]; + } + + @Override + public void waitForNextDecision(long millis) { + try { + Thread.sleep(millis); + } catch (InterruptedException interrupted) { + Thread.currentThread().interrupt(); + throw new AssertionError("Bot interrupted", interrupted); + } + } + } +} diff --git a/app/src/main/AndroidManifest.xml b/app/src/main/AndroidManifest.xml new file mode 100644 index 0000000..b1f6870 --- /dev/null +++ b/app/src/main/AndroidManifest.xml @@ -0,0 +1,22 @@ + + + + + + + + + + + + + diff --git a/app/src/main/java/com/projectsacrifice/game/GameMath.java b/app/src/main/java/com/projectsacrifice/game/GameMath.java new file mode 100644 index 0000000..62da0fb --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/GameMath.java @@ -0,0 +1,29 @@ +package com.projectsacrifice.game; + +public final class GameMath { + private GameMath() {} + + public static float clamp(float value, float min, float max) { + return Math.max(min, Math.min(max, value)); + } + + public static boolean intersects( + float ax, float ay, float aw, float ah, + float bx, float by, float bw, float bh + ) { + return ax < bx + bw && ax + aw > bx && ay < by + bh && ay + ah > by; + } + + public static float pingPong(float elapsedSeconds, float periodSeconds) { + if (periodSeconds <= 0f) return 0f; + double phase = (elapsedSeconds % periodSeconds) / periodSeconds; + return (float) ((1d - Math.cos(phase * Math.PI * 2d)) * 0.5d); + } + + public static String formatTime(long elapsedMs) { + long totalSeconds = Math.max(0L, elapsedMs) / 1000L; + long minutes = totalSeconds / 60L; + long seconds = totalSeconds % 60L; + return String.format(java.util.Locale.US, "%02d:%02d", minutes, seconds); + } +} diff --git a/app/src/main/java/com/projectsacrifice/game/GameView.java b/app/src/main/java/com/projectsacrifice/game/GameView.java new file mode 100644 index 0000000..12874df --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/GameView.java @@ -0,0 +1,1126 @@ +package com.projectsacrifice.game; + +import android.content.Context; +import android.graphics.Canvas; +import android.graphics.Color; +import android.graphics.LinearGradient; +import android.graphics.Paint; +import android.graphics.Path; +import android.graphics.PointF; +import android.graphics.RectF; +import android.graphics.Shader; +import android.os.Build; +import android.util.SparseArray; +import android.view.HapticFeedbackConstants; +import android.view.MotionEvent; +import android.view.View; + +import java.util.ArrayList; +import java.util.HashMap; +import java.util.List; +import java.util.Locale; +import java.util.Map; + +/** + * A dependency-free 2D puzzle-platformer renderer and deterministic physics loop. + * The Canvas design keeps the prototype small enough for direct APK distribution. + */ +public final class GameView extends View implements Runnable { + private static final float VIEW_WIDTH = 1920f; + private static final float VIEW_HEIGHT = 1080f; + private static final float PLAYER_WIDTH = 62f; + private static final float PLAYER_HEIGHT = 100f; + private static final float GRAVITY = 1800f; + private static final float RUN_SPEED = 370f; + private static final float JUMP_SPEED = 880f; + private static final float COYOTE_SECONDS = 0.13f; + private static final float JUMP_BUFFER_SECONDS = 0.14f; + private static final float RESPAWN_SECONDS = 0.78f; + private static final int MAX_CORPSES = 16; + + private enum Screen { LEVELS, PLAYING, COMPLETE } + private enum DeathType { SPIKE, SAW, FREEZE, ELECTRIC, PIT } + + public static final class AutomationSnapshot { + private final boolean completed; + private final boolean playerAlive; + private final boolean allDoorsOpen; + private final float playerX; + private final float playerY; + private final int deaths; + private final int corpseCount; + + AutomationSnapshot(boolean completed, boolean playerAlive, boolean allDoorsOpen, + float playerX, float playerY, int deaths, int corpseCount) { + this.completed = completed; + this.playerAlive = playerAlive; + this.allDoorsOpen = allDoorsOpen; + this.playerX = playerX; + this.playerY = playerY; + this.deaths = deaths; + this.corpseCount = corpseCount; + } + + public boolean completed() { return completed; } + public boolean playerAlive() { return playerAlive; } + public boolean allDoorsOpen() { return allDoorsOpen; } + public float playerX() { return playerX; } + public float playerY() { return playerY; } + public int deaths() { return deaths; } + public int corpseCount() { return corpseCount; } + } + + private static final class Player { + float x, y, vx, vy; + boolean alive; + boolean onGround; + float coyote; + float jumpBuffer; + int supportIndex = -1; + int facing = 1; + } + + private static final class Corpse { + float x, y, width = 72f, height = 54f, vx, vy; + boolean frozen; + boolean conductive; + boolean pinned; + boolean grounded; + int supportIndex = -1; + DeathType type; + + RectF rect() { return new RectF(x, y, x + width, y + height); } + } + + private static final class PlatformState { + float x, y, previousX, previousY, motionTime; + final LevelDefinition.Platform definition; + + PlatformState(LevelDefinition.Platform definition) { + this.definition = definition; + x = previousX = definition.box.x; + y = previousY = definition.box.y; + } + + RectF rect() { + return new RectF(x, y, x + definition.box.width, y + definition.box.height); + } + } + + private final Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG); + private final Paint stroke = new Paint(Paint.ANTI_ALIAS_FLAG); + private final Path path = new Path(); + private final LinearGradient outsideGradient = new LinearGradient( + 0, 0, 0, VIEW_HEIGHT, Color.rgb(18, 27, 50), Color.rgb(71, 74, 92), Shader.TileMode.CLAMP); + private final LinearGradient skyGradient = new LinearGradient( + 0, 0, 0, VIEW_HEIGHT, Color.rgb(20, 29, 55), Color.rgb(110, 81, 91), Shader.TileMode.CLAMP); + private final ProgressStore progress; + private final SparseArray pointers = new SparseArray<>(); + private final Player player = new Player(); + private final ArrayList corpses = new ArrayList<>(); + private final ArrayList platformStates = new ArrayList<>(); + private final Map toggleSignals = new HashMap<>(); + private final Map timedSignals = new HashMap<>(); + private final Map previousSwitchContact = new HashMap<>(); + + private Screen screen = Screen.LEVELS; + private LevelDefinition level; + private int levelIndex; + private int deaths; + private float levelElapsed; + private float respawnTimer; + private float cameraX; + private boolean leftPressed; + private boolean rightPressed; + private boolean jumpPressed; + private boolean paused; + private boolean userPaused; + private boolean running; + private long lastFrameNanos; + private float canvasScale = 1f; + private float canvasOffsetX; + private float canvasOffsetY; + + public GameView(Context context) { + super(context); + progress = new ProgressStore(context); + paint.setTypeface(android.graphics.Typeface.create("sans", android.graphics.Typeface.NORMAL)); + stroke.setStyle(Paint.Style.STROKE); + stroke.setStrokeCap(Paint.Cap.ROUND); + setFocusable(true); + setImportantForAccessibility(IMPORTANT_FOR_ACCESSIBILITY_YES); + setContentDescription("Project Sacrifice. Ten-level puzzle platform game."); + running = true; + postOnAnimation(this); + } + + @Override + protected void onDetachedFromWindow() { + running = false; + super.onDetachedFromWindow(); + } + + @Override + public void run() { + if (!running) return; + long now = System.nanoTime(); + if (lastFrameNanos == 0L) lastFrameNanos = now; + float dt = Math.min(1f / 30f, (now - lastFrameNanos) / 1_000_000_000f); + lastFrameNanos = now; + if (!paused && !userPaused && screen == Screen.PLAYING && dt > 0f) update(dt); + invalidate(); + postOnAnimation(this); + } + + public void setPaused(boolean value) { + paused = value; + pointers.clear(); + deriveControls(); + lastFrameNanos = System.nanoTime(); + } + + public boolean handleBack() { + if (screen == Screen.LEVELS) return false; + if (screen == Screen.COMPLETE) { + screen = Screen.LEVELS; + return true; + } + if (userPaused) { + userPaused = false; + } else { + screen = Screen.LEVELS; + } + pointers.clear(); + deriveControls(); + return true; + } + + private void startLevel(int index) { + levelIndex = index; + level = LevelCatalog.get(index); + screen = Screen.PLAYING; + deaths = 0; + levelElapsed = 0f; + respawnTimer = 0f; + cameraX = 0f; + userPaused = false; + corpses.clear(); + platformStates.clear(); + toggleSignals.clear(); + timedSignals.clear(); + previousSwitchContact.clear(); + for (LevelDefinition.Platform item : level.platforms) platformStates.add(new PlatformState(item)); + spawnPlayer(); + lastFrameNanos = System.nanoTime(); + } + + private void restartLevel() { + if (level != null) startLevel(levelIndex); + } + + private void spawnPlayer() { + player.x = level.spawnX; + player.y = level.spawnY; + player.vx = 0f; + player.vy = 0f; + player.alive = true; + player.onGround = false; + player.coyote = 0f; + player.jumpBuffer = 0f; + player.supportIndex = -1; + player.facing = 1; + } + + private void update(float dt) { + levelElapsed += dt; + updateSignals(dt); + updatePlatforms(dt); + + int substeps = 2; + float step = dt / substeps; + for (int i = 0; i < substeps; i++) { + updateCorpses(step); + if (player.alive) updatePlayer(step); + } + + if (!player.alive) { + respawnTimer -= dt; + if (respawnTimer <= 0f) spawnPlayer(); + } else { + checkHazards(); + checkGoal(); + } + + float targetCamera = player.alive ? player.x - 610f + player.facing * 110f : cameraX; + targetCamera = GameMath.clamp(targetCamera, 0f, Math.max(0f, level.worldWidth - VIEW_WIDTH)); + cameraX += (targetCamera - cameraX) * Math.min(1f, dt * 4.5f); + } + + private void updateSignals(float dt) { + for (Map.Entry item : new ArrayList<>(timedSignals.entrySet())) { + timedSignals.put(item.getKey(), Math.max(0f, item.getValue() - dt)); + } + + for (LevelDefinition.Switch item : level.switches) { + boolean contact = switchContact(item); + String contactKey = item.signalId + "@" + item.box.x; + boolean previous = Boolean.TRUE.equals(previousSwitchContact.get(contactKey)); + if (item.type == LevelDefinition.SwitchType.TOGGLE && contact && !previous) { + toggleSignals.put(item.signalId, !Boolean.TRUE.equals(toggleSignals.get(item.signalId))); + performHapticFeedback(HapticFeedbackConstants.KEYBOARD_TAP); + } + if (item.type == LevelDefinition.SwitchType.TIMED && contact && !previous) { + timedSignals.put(item.signalId, item.durationSeconds); + performHapticFeedback(HapticFeedbackConstants.KEYBOARD_TAP); + } + previousSwitchContact.put(contactKey, contact); + } + } + + private boolean switchContact(LevelDefinition.Switch item) { + int mass = 0; + if (player.alive && intersects(player.x, player.y, PLAYER_WIDTH, PLAYER_HEIGHT, item.box)) mass++; + for (Corpse corpse : corpses) { + if (intersects(corpse.x, corpse.y, corpse.width, corpse.height, item.box)) mass++; + } + return mass >= item.requiredMass; + } + + private boolean signalActive(String id) { + if (id == null || id.isEmpty()) return true; + if (Boolean.TRUE.equals(toggleSignals.get(id))) return true; + Float time = timedSignals.get(id); + if (time != null && time > 0f) return true; + for (LevelDefinition.Switch item : level.switches) { + if (item.signalId.equals(id) && item.type == LevelDefinition.SwitchType.PRESSURE && switchContact(item)) return true; + } + for (LevelDefinition.Hazard hazard : level.hazards) { + if (id.equals(hazard.relayId)) { + for (Corpse corpse : corpses) { + if (corpse.conductive && intersects(corpse.x, corpse.y, corpse.width, corpse.height, hazard.box)) return true; + } + } + } + return false; + } + + private boolean doorOpen(LevelDefinition.Door door) { + for (String signal : door.requiredSignals) { + if (!signalActive(signal)) return false; + } + return true; + } + + private void updatePlatforms(float dt) { + for (int i = 0; i < platformStates.size(); i++) { + PlatformState state = platformStates.get(i); + state.previousX = state.x; + state.previousY = state.y; + if (state.definition.isMoving() && signalActive(state.definition.controlId)) state.motionTime += dt; + float phase = state.definition.isMoving() + ? GameMath.pingPong(state.motionTime, state.definition.periodSeconds) + : 0f; + state.x = state.definition.box.x + state.definition.travelX * phase; + state.y = state.definition.box.y + state.definition.travelY * phase; + } + + if (player.alive && player.supportIndex >= 0 && player.supportIndex < platformStates.size()) { + PlatformState support = platformStates.get(player.supportIndex); + player.x += support.x - support.previousX; + player.y += support.y - support.previousY; + } + for (Corpse corpse : corpses) { + if (!corpse.frozen && corpse.supportIndex >= 0 && corpse.supportIndex < platformStates.size()) { + PlatformState support = platformStates.get(corpse.supportIndex); + corpse.x += support.x - support.previousX; + corpse.y += support.y - support.previousY; + } + } + } + + private void updatePlayer(float dt) { + player.jumpBuffer = Math.max(0f, player.jumpBuffer - dt); + player.coyote = player.onGround ? COYOTE_SECONDS : Math.max(0f, player.coyote - dt); + + float direction = (rightPressed ? 1f : 0f) - (leftPressed ? 1f : 0f); + if (direction != 0f) { + player.vx = direction * RUN_SPEED; + player.facing = direction > 0 ? 1 : -1; + } else { + player.vx *= (float) Math.pow(0.002, dt); + if (Math.abs(player.vx) < 3f) player.vx = 0f; + } + + if (player.jumpBuffer > 0f && player.coyote > 0f) { + player.vy = -JUMP_SPEED; + player.onGround = false; + player.coyote = 0f; + player.jumpBuffer = 0f; + performHapticFeedback(HapticFeedbackConstants.CLOCK_TICK); + } + + player.vy += GRAVITY * dt; + movePlayerHorizontal(player.vx * dt); + movePlayerVertical(player.vy * dt); + player.x = GameMath.clamp(player.x, 0f, level.worldWidth - PLAYER_WIDTH); + if (player.y > VIEW_HEIGHT + 180f) kill(DeathType.PIT, null); + } + + private void movePlayerHorizontal(float amount) { + if (amount == 0f) return; + player.x += amount; + RectF current = playerRect(); + for (RectF solid : solidRects(true)) { + if (!RectF.intersects(current, solid)) continue; + if (amount > 0f) player.x = solid.left - PLAYER_WIDTH; + else player.x = solid.right; + player.vx = 0f; + current = playerRect(); + } + } + + private void movePlayerVertical(float amount) { + player.y += amount; + player.onGround = false; + player.supportIndex = -1; + RectF current = playerRect(); + + for (int i = 0; i < platformStates.size(); i++) { + RectF solid = platformStates.get(i).rect(); + if (!RectF.intersects(current, solid)) continue; + if (amount >= 0f) { + player.y = solid.top - PLAYER_HEIGHT; + player.vy = 0f; + player.onGround = true; + player.supportIndex = i; + } else { + player.y = solid.bottom; + player.vy = 0f; + } + current = playerRect(); + } + for (LevelDefinition.Door door : level.doors) { + if (doorOpen(door)) continue; + RectF solid = rect(door.box); + if (!RectF.intersects(current, solid)) continue; + if (amount >= 0f) { + player.y = solid.top - PLAYER_HEIGHT; + player.onGround = true; + } else player.y = solid.bottom; + player.vy = 0f; + current = playerRect(); + } + for (Corpse corpse : corpses) { + RectF solid = corpse.rect(); + if (!RectF.intersects(current, solid)) continue; + if (amount >= 0f) { + player.y = solid.top - PLAYER_HEIGHT; + player.vy = 0f; + player.onGround = true; + } else { + player.y = solid.bottom; + player.vy = 0f; + } + current = playerRect(); + } + } + + private void updateCorpses(float dt) { + for (Corpse corpse : corpses) { + if (corpse.frozen || corpse.pinned) continue; + corpse.vy += GRAVITY * dt; + corpse.grounded = false; + corpse.x += corpse.vx * dt; + resolveCorpseHorizontal(corpse); + corpse.y += corpse.vy * dt; + resolveCorpseVertical(corpse); + if (corpse.grounded) corpse.vx *= (float) Math.pow(0.05, dt); + if (Math.abs(corpse.vx) < 4f) corpse.vx = 0f; + } + } + + private void resolveCorpseHorizontal(Corpse corpse) { + RectF current = corpse.rect(); + for (RectF solid : solidRects(false)) { + if (!RectF.intersects(current, solid)) continue; + if (corpse.vx > 0f) corpse.x = solid.left - corpse.width; + else if (corpse.vx < 0f) corpse.x = solid.right; + corpse.vx *= -0.18f; + current = corpse.rect(); + } + } + + private void resolveCorpseVertical(Corpse corpse) { + corpse.supportIndex = -1; + RectF current = corpse.rect(); + for (int i = 0; i < platformStates.size(); i++) { + RectF solid = platformStates.get(i).rect(); + if (!RectF.intersects(current, solid)) continue; + if (corpse.vy >= 0f) { + corpse.y = solid.top - corpse.height; + corpse.vy = 0f; + corpse.grounded = true; + corpse.supportIndex = i; + } else { + corpse.y = solid.bottom; + corpse.vy *= -0.1f; + } + current = corpse.rect(); + } + for (LevelDefinition.Door door : level.doors) { + if (doorOpen(door)) continue; + RectF solid = rect(door.box); + if (!RectF.intersects(current, solid)) continue; + if (corpse.vy >= 0f) { + corpse.y = solid.top - corpse.height; + corpse.vy = 0f; + corpse.grounded = true; + } else { + corpse.y = solid.bottom; + corpse.vy *= -0.1f; + } + current = corpse.rect(); + } + } + + private List solidRects(boolean includeCorpses) { + ArrayList result = new ArrayList<>(); + for (PlatformState platform : platformStates) result.add(platform.rect()); + for (LevelDefinition.Door door : level.doors) if (!doorOpen(door)) result.add(rect(door.box)); + if (includeCorpses) for (Corpse corpse : corpses) result.add(corpse.rect()); + return result; + } + + private void checkHazards() { + for (LevelDefinition.Hazard hazard : level.hazards) { + if (!intersects(player.x, player.y, PLAYER_WIDTH, PLAYER_HEIGHT, hazard.box)) continue; + switch (hazard.type) { + case SPIKES: kill(DeathType.SPIKE, hazard); return; + case SAW: kill(DeathType.SAW, hazard); return; + case FREEZER: kill(DeathType.FREEZE, hazard); return; + case ELECTRIC: kill(DeathType.ELECTRIC, hazard); return; + case PIT: kill(DeathType.PIT, hazard); return; + } + } + } + + private void kill(DeathType type, LevelDefinition.Hazard source) { + if (!player.alive) return; + player.alive = false; + player.vx = player.vy = 0f; + player.supportIndex = -1; + deaths++; + respawnTimer = RESPAWN_SECONDS; + performHapticFeedback(Build.VERSION.SDK_INT >= 27 + ? HapticFeedbackConstants.LONG_PRESS : HapticFeedbackConstants.KEYBOARD_TAP); + + if (type != DeathType.PIT) { + Corpse corpse = new Corpse(); + corpse.type = type; + corpse.x = player.x; + corpse.y = player.y + PLAYER_HEIGHT - corpse.height; + if (source != null) { + corpse.vx = source.impulseX; + corpse.vy = source.impulseY; + } + if (type == DeathType.SPIKE && source != null) { + corpse.y = source.box.y - corpse.height; + corpse.vx = corpse.vy = 0f; + corpse.pinned = true; + } else if (type == DeathType.FREEZE && source != null) { + corpse.width = 104f; + corpse.height = 104f; + corpse.x = source.box.x - 2f; + corpse.y = 880f - corpse.height; + corpse.vx = corpse.vy = 0f; + corpse.frozen = true; + } else if (type == DeathType.ELECTRIC && source != null) { + corpse.conductive = true; + corpse.x = source.box.x + (source.box.width - corpse.width) * 0.5f; + corpse.y = 880f - corpse.height; + corpse.vx = corpse.vy = 0f; + corpse.pinned = true; + } + corpses.add(corpse); + while (corpses.size() > MAX_CORPSES) corpses.remove(0); + } + } + + private void checkGoal() { + if (!intersects(player.x, player.y, PLAYER_WIDTH, PLAYER_HEIGHT, level.goal)) return; + progress.recordCompletion(level.number, deaths, (long) (levelElapsed * 1000f)); + player.vx = player.vy = 0f; + screen = Screen.COMPLETE; + pointers.clear(); + deriveControls(); + performHapticFeedback(HapticFeedbackConstants.LONG_PRESS); + } + + private RectF playerRect() { + return new RectF(player.x, player.y, player.x + PLAYER_WIDTH, player.y + PLAYER_HEIGHT); + } + + private static RectF rect(LevelDefinition.Box box) { + return new RectF(box.x, box.y, box.right(), box.bottom()); + } + + private static boolean intersects(float x, float y, float width, float height, LevelDefinition.Box box) { + return GameMath.intersects(x, y, width, height, box.x, box.y, box.width, box.height); + } + + @Override + protected void onDraw(Canvas canvas) { + super.onDraw(canvas); + canvasScale = Math.min(getWidth() / VIEW_WIDTH, getHeight() / VIEW_HEIGHT); + canvasOffsetX = (getWidth() - VIEW_WIDTH * canvasScale) * 0.5f; + canvasOffsetY = (getHeight() - VIEW_HEIGHT * canvasScale) * 0.5f; + + paint.setShader(outsideGradient); + canvas.drawRect(0, 0, getWidth(), getHeight(), paint); + paint.setShader(null); + + canvas.save(); + canvas.translate(canvasOffsetX, canvasOffsetY); + canvas.scale(canvasScale, canvasScale); + if (screen == Screen.LEVELS) { + drawLevelSelect(canvas); + } else { + drawGame(canvas); + if (screen == Screen.COMPLETE) drawComplete(canvas); + else if (userPaused) drawPause(canvas); + } + canvas.restore(); + } + + private void drawGame(Canvas canvas) { + drawSky(canvas); + canvas.save(); + canvas.translate(-cameraX, 0f); + drawWorldBackdrop(canvas); + drawPlatforms(canvas); + drawSwitches(canvas); + drawHazards(canvas); + drawDoors(canvas); + drawGoal(canvas); + for (Corpse corpse : corpses) drawCorpse(canvas, corpse); + if (player.alive) drawKnight(canvas, player.x, player.y, player.facing, false); + canvas.restore(); + drawHud(canvas); + } + + private void drawSky(Canvas canvas) { + paint.setShader(skyGradient); + canvas.drawRect(0, 0, VIEW_WIDTH, VIEW_HEIGHT, paint); + paint.setShader(null); + paint.setColor(Color.argb(70, 255, 222, 170)); + canvas.drawCircle(1560, 170, 88, paint); + paint.setColor(Color.argb(35, 236, 214, 190)); + for (int i = 0; i < 9; i++) { + float x = (i * 280f - (cameraX * 0.16f) % 280f) - 80f; + canvas.drawCircle(x, 720, 210, paint); + } + } + + private void drawWorldBackdrop(Canvas canvas) { + paint.setStyle(Paint.Style.FILL); + paint.setColor(Color.rgb(33, 38, 58)); + for (float x = -100f; x < level.worldWidth + 400f; x += 420f) { + canvas.drawRect(x, 390, x + 80, 880, paint); + canvas.drawRect(x + 290, 390, x + 370, 880, paint); + RectF arch = new RectF(x, 300, x + 370, 680); + stroke.setColor(Color.rgb(50, 54, 73)); + stroke.setStrokeWidth(42f); + canvas.drawArc(arch, 190, 160, false, stroke); + } + paint.setColor(Color.argb(35, 255, 238, 194)); + canvas.drawRect(0, 870, level.worldWidth, 880, paint); + } + + private void drawPlatforms(Canvas canvas) { + for (PlatformState state : platformStates) { + RectF box = state.rect(); + boolean moving = state.definition.isMoving(); + paint.setColor(moving ? Color.rgb(172, 126, 55) : Color.rgb(69, 74, 91)); + canvas.drawRoundRect(box, 10, 10, paint); + paint.setColor(moving ? Color.rgb(242, 195, 92) : Color.rgb(117, 121, 137)); + canvas.drawRoundRect(new RectF(box.left, box.top, box.right, box.top + Math.min(14f, box.height())), 8, 8, paint); + if (moving) { + stroke.setColor(Color.argb(120, 244, 214, 137)); + stroke.setStrokeWidth(5f); + for (float x = box.left + 28f; x < box.right; x += 55f) canvas.drawLine(x, box.top + 5, x - 18, box.bottom - 5, stroke); + } else if (box.height() > 60f) { + stroke.setColor(Color.argb(70, 220, 220, 230)); + stroke.setStrokeWidth(3f); + for (float y = box.top + 48; y < box.bottom; y += 48) canvas.drawLine(box.left, y, box.right, y, stroke); + } + } + } + + private void drawSwitches(Canvas canvas) { + for (LevelDefinition.Switch item : level.switches) { + RectF box = rect(item.box); + boolean active = item.type == LevelDefinition.SwitchType.PRESSURE + ? switchContact(item) : signalActive(item.signalId); + if (item.type == LevelDefinition.SwitchType.PRESSURE) { + paint.setColor(Color.rgb(79, 62, 46)); + canvas.drawRoundRect(new RectF(box.left - 8, box.top + 6, box.right + 8, box.bottom + 12), 6, 6, paint); + paint.setColor(active ? Color.rgb(250, 194, 76) : Color.rgb(174, 126, 55)); + canvas.drawRoundRect(box, 7, 7, paint); + } else { + paint.setColor(Color.rgb(50, 56, 70)); + canvas.drawRoundRect(box, 12, 12, paint); + paint.setColor(item.type == LevelDefinition.SwitchType.TIMED + ? (active ? Color.rgb(72, 211, 255) : Color.rgb(40, 117, 157)) + : (active ? Color.rgb(105, 226, 126) : Color.rgb(174, 83, 72))); + canvas.drawCircle(box.centerX(), box.centerY(), Math.min(box.width(), box.height()) * 0.28f, paint); + stroke.setColor(Color.rgb(235, 225, 194)); + stroke.setStrokeWidth(7f); + canvas.drawLine(box.centerX(), box.centerY(), box.centerX() + (active ? 20 : -20), box.top - 28, stroke); + if (item.type == LevelDefinition.SwitchType.TIMED && active) { + Float remaining = timedSignals.get(item.signalId); + drawWorldLabel(canvas, String.format(Locale.US, "%.1f", remaining == null ? 0f : remaining), box.centerX(), box.top - 52); + } + } + } + } + + private void drawHazards(Canvas canvas) { + for (LevelDefinition.Hazard hazard : level.hazards) { + RectF box = rect(hazard.box); + switch (hazard.type) { + case SPIKES: + paint.setColor(Color.rgb(194, 201, 211)); + float spikeWidth = 32f; + for (float x = box.left; x < box.right; x += spikeWidth) { + path.reset(); + path.moveTo(x, box.bottom); + path.lineTo(Math.min(x + spikeWidth * 0.5f, box.right), box.top); + path.lineTo(Math.min(x + spikeWidth, box.right), box.bottom); + path.close(); + canvas.drawPath(path, paint); + } + break; + case SAW: + drawSaw(canvas, box); + break; + case FREEZER: + paint.setColor(Color.argb(145, 80, 208, 244)); + canvas.drawRoundRect(box, 14, 14, paint); + stroke.setColor(Color.rgb(211, 249, 255)); + stroke.setStrokeWidth(7f); + canvas.drawLine(box.centerX(), box.top + 15, box.centerX(), box.bottom - 15, stroke); + canvas.drawLine(box.left + 14, box.centerY(), box.right - 14, box.centerY(), stroke); + canvas.drawLine(box.left + 23, box.top + 23, box.right - 23, box.bottom - 23, stroke); + canvas.drawLine(box.right - 23, box.top + 23, box.left + 23, box.bottom - 23, stroke); + break; + case ELECTRIC: + paint.setColor(Color.argb(80, 74, 219, 255)); + canvas.drawRoundRect(box, 14, 14, paint); + stroke.setColor(Color.rgb(249, 239, 94)); + stroke.setStrokeWidth(10f); + path.reset(); + path.moveTo(box.left + 10, box.top + 18); + path.lineTo(box.centerX() + 8, box.top + 40); + path.lineTo(box.centerX() - 12, box.centerY()); + path.lineTo(box.right - 8, box.centerY() + 15); + path.lineTo(box.centerX(), box.bottom - 10); + canvas.drawPath(path, stroke); + break; + case PIT: + paint.setColor(Color.rgb(5, 8, 17)); + canvas.drawRect(box, paint); + paint.setColor(Color.argb(80, 132, 87, 170)); + for (float x = box.left + 30; x < box.right; x += 80) canvas.drawOval(new RectF(x, box.top + 35, x + 30, box.top + 80), paint); + break; + } + } + } + + private void drawSaw(Canvas canvas, RectF box) { + float angle = levelElapsed * 4.5f; + canvas.save(); + canvas.rotate((float) Math.toDegrees(angle), box.centerX(), box.centerY()); + paint.setColor(Color.rgb(200, 205, 214)); + int teeth = 14; + for (int i = 0; i < teeth; i++) { + float a = (float) (i * Math.PI * 2 / teeth); + float cx = box.centerX() + (float) Math.cos(a) * box.width() * 0.48f; + float cy = box.centerY() + (float) Math.sin(a) * box.height() * 0.48f; + canvas.drawRect(cx - 7, cy - 13, cx + 7, cy + 13, paint); + } + canvas.drawCircle(box.centerX(), box.centerY(), box.width() * 0.38f, paint); + paint.setColor(Color.rgb(82, 87, 100)); + canvas.drawCircle(box.centerX(), box.centerY(), box.width() * 0.12f, paint); + canvas.restore(); + } + + private void drawDoors(Canvas canvas) { + for (LevelDefinition.Door door : level.doors) { + RectF box = rect(door.box); + boolean open = doorOpen(door); + if (open) { + stroke.setColor(Color.argb(90, 113, 238, 155)); + stroke.setStrokeWidth(8f); + canvas.drawRoundRect(box, 12, 12, stroke); + paint.setColor(Color.argb(45, 113, 238, 155)); + canvas.drawRoundRect(box, 12, 12, paint); + } else { + paint.setColor(Color.rgb(74, 58, 53)); + canvas.drawRoundRect(box, 9, 9, paint); + paint.setColor(Color.rgb(181, 137, 62)); + for (float y = box.top + 24; y < box.bottom; y += 44) canvas.drawRect(box.left + 7, y, box.right - 7, y + 10, paint); + paint.setColor(Color.rgb(239, 195, 92)); + canvas.drawCircle(box.centerX(), box.centerY(), 15, paint); + } + } + } + + private void drawGoal(Canvas canvas) { + RectF box = rect(level.goal); + paint.setColor(Color.argb(48, 252, 211, 94)); + canvas.drawCircle(box.centerX(), box.centerY(), 92f + (float) Math.sin(levelElapsed * 3f) * 9f, paint); + paint.setColor(Color.rgb(246, 197, 75)); + path.reset(); + path.moveTo(box.left + 10, box.top + 35); + path.lineTo(box.left + 24, box.top + 5); + path.lineTo(box.centerX(), box.top + 32); + path.lineTo(box.right - 22, box.top + 5); + path.lineTo(box.right - 8, box.top + 35); + path.lineTo(box.right - 20, box.bottom - 8); + path.lineTo(box.left + 20, box.bottom - 8); + path.close(); + canvas.drawPath(path, paint); + paint.setColor(Color.rgb(245, 235, 204)); + canvas.drawCircle(box.centerX(), box.centerY() + 16, 12, paint); + } + + private void drawKnight(Canvas canvas, float x, float y, int facing, boolean corpse) { + float alpha = corpse ? 0.78f : 1f; + paint.setColor(withAlpha(Color.rgb(226, 230, 235), alpha)); + canvas.drawRoundRect(new RectF(x + 10, y + 25, x + 52, y + 73), 16, 16, paint); + paint.setColor(withAlpha(Color.rgb(95, 105, 123), alpha)); + canvas.drawRoundRect(new RectF(x + 6, y + 46, x + 56, y + 91), 12, 12, paint); + paint.setColor(withAlpha(Color.rgb(177, 62, 69), alpha)); + path.reset(); + path.moveTo(x + (facing > 0 ? 14 : 48), y + 50); + path.lineTo(x + (facing > 0 ? -8 : 70), y + 92); + path.lineTo(x + 31, y + 80); + path.close(); + canvas.drawPath(path, paint); + paint.setColor(withAlpha(Color.rgb(36, 40, 52), alpha)); + canvas.drawRect(x + 14, y + 47, x + 48, y + 54, paint); + paint.setColor(withAlpha(Color.rgb(243, 196, 80), alpha)); + float eyeX = facing > 0 ? x + 42 : x + 20; + canvas.drawCircle(eyeX, y + 50, 4, paint); + paint.setColor(withAlpha(Color.rgb(64, 72, 91), alpha)); + canvas.drawRoundRect(new RectF(x + 10, y + 86, x + 27, y + 100), 5, 5, paint); + canvas.drawRoundRect(new RectF(x + 35, y + 86, x + 52, y + 100), 5, 5, paint); + } + + private void drawCorpse(Canvas canvas, Corpse corpse) { + canvas.save(); + float cx = corpse.x + corpse.width * 0.5f; + float cy = corpse.y + corpse.height * 0.5f; + if (!corpse.frozen) canvas.rotate(90, cx, cy); + if (corpse.frozen) { + paint.setColor(Color.argb(190, 94, 219, 247)); + canvas.drawRoundRect(corpse.rect(), 15, 15, paint); + stroke.setColor(Color.rgb(219, 251, 255)); + stroke.setStrokeWidth(5f); + canvas.drawRoundRect(new RectF(corpse.x + 7, corpse.y + 7, corpse.x + corpse.width - 7, corpse.y + corpse.height - 7), 10, 10, stroke); + drawKnight(canvas, corpse.x + 20, corpse.y + 2, 1, true); + } else { + float drawX = cx - PLAYER_WIDTH * 0.5f; + float drawY = cy - PLAYER_HEIGHT * 0.5f; + drawKnight(canvas, drawX, drawY, 1, true); + } + canvas.restore(); + if (corpse.conductive) { + paint.setColor(Color.argb(120, 249, 239, 94)); + canvas.drawCircle(cx, cy, 54 + (float) Math.sin(levelElapsed * 8) * 6, paint); + } + } + + private void drawHud(Canvas canvas) { + paint.setColor(Color.argb(178, 15, 20, 34)); + canvas.drawRoundRect(new RectF(28, 26, 940, 138), 24, 24, paint); + drawText(canvas, String.format(Locale.US, "%02d %s", level.number, level.title), 56, 72, 34, Color.rgb(248, 220, 151), false); + drawText(canvas, level.hint, 56, 116, 25, Color.rgb(231, 231, 235), false); + drawText(canvas, "Volunteers " + deaths + " Time " + GameMath.formatTime((long) (levelElapsed * 1000)), 1010, 82, 31, Color.WHITE, false); + + drawHudButton(canvas, new RectF(1608, 26, 1770, 112), "Restart", false); + drawHudButton(canvas, new RectF(1790, 26, 1892, 112), "II", false); + + drawControlCircle(canvas, 145, 925, 92, "‹", leftPressed); + drawControlCircle(canvas, 365, 925, 92, "›", rightPressed); + drawControlCircle(canvas, 1760, 900, 116, "▲", jumpPressed); + if (!player.alive) { + drawCenteredText(canvas, "Another volunteer is on the way…", VIEW_WIDTH * 0.5f, 235, 38, Color.rgb(250, 222, 153)); + } + } + + private void drawControlCircle(Canvas canvas, float x, float y, float radius, String label, boolean active) { + paint.setColor(active ? Color.argb(220, 245, 190, 74) : Color.argb(120, 22, 28, 43)); + canvas.drawCircle(x, y, radius, paint); + stroke.setColor(active ? Color.rgb(255, 232, 169) : Color.argb(150, 240, 240, 245)); + stroke.setStrokeWidth(5f); + canvas.drawCircle(x, y, radius - 5, stroke); + drawCenteredText(canvas, label, x, y + 21, 68, active ? Color.rgb(34, 36, 45) : Color.WHITE); + } + + private void drawLevelSelect(Canvas canvas) { + drawSky(canvas); + drawCenteredText(canvas, "PROJECT SACRIFICE", VIEW_WIDTH * 0.5f, 120, 64, Color.rgb(248, 212, 126)); + drawCenteredText(canvas, "Every ending leaves a way forward", VIEW_WIDTH * 0.5f, 177, 29, Color.rgb(225, 226, 233)); + int unlocked = progress.unlockedCount(); + float startX = 110f; + float cardW = 310f; + float cardH = 250f; + float gapX = 65f; + for (int i = 0; i < LevelCatalog.all().size(); i++) { + int col = i % 5; + int row = i / 5; + float left = startX + col * (cardW + gapX); + float top = 260f + row * 310f; + RectF card = new RectF(left, top, left + cardW, top + cardH); + boolean enabled = i < unlocked; + boolean complete = progress.isCompleted(i + 1); + paint.setColor(enabled ? Color.argb(220, 38, 45, 65) : Color.argb(185, 25, 29, 42)); + canvas.drawRoundRect(card, 22, 22, paint); + stroke.setColor(complete ? Color.rgb(109, 222, 143) : (enabled ? Color.rgb(205, 164, 83) : Color.rgb(73, 77, 91))); + stroke.setStrokeWidth(5f); + canvas.drawRoundRect(card, 22, 22, stroke); + drawCenteredText(canvas, enabled ? String.format(Locale.US, "%02d", i + 1) : "LOCKED", card.centerX(), top + 72, enabled ? 48 : 27, + enabled ? Color.rgb(248, 210, 118) : Color.rgb(120, 123, 135)); + LevelDefinition item = LevelCatalog.get(i); + drawCenteredText(canvas, item.title, card.centerX(), top + 124, 28, enabled ? Color.WHITE : Color.rgb(111, 114, 125)); + if (complete) { + int bestDeaths = progress.bestDeaths(i + 1); + long bestTime = progress.bestTimeMs(i + 1); + drawCenteredText(canvas, "✓ " + bestDeaths + " volunteers · " + GameMath.formatTime(bestTime), card.centerX(), top + 185, 21, Color.rgb(138, 231, 163)); + } else if (enabled) { + drawCenteredText(canvas, "Tap to enter", card.centerX(), top + 190, 22, Color.rgb(202, 204, 214)); + } + } + drawCenteredText(canvas, "Landscape · multitouch · progress saves automatically", VIEW_WIDTH * 0.5f, 980, 24, Color.argb(190, 230, 230, 236)); + } + + private void drawComplete(Canvas canvas) { + paint.setColor(Color.argb(218, 8, 12, 23)); + canvas.drawRect(0, 0, VIEW_WIDTH, VIEW_HEIGHT, paint); + drawCenteredText(canvas, "RELIC CLAIMED", VIEW_WIDTH * 0.5f, 270, 64, Color.rgb(250, 211, 111)); + drawCenteredText(canvas, level.title, VIEW_WIDTH * 0.5f, 335, 34, Color.WHITE); + + boolean deathStar = deaths <= level.targetDeaths; + boolean timeStar = levelElapsed <= level.targetSeconds; + drawCenteredText(canvas, "Completion ★", VIEW_WIDTH * 0.5f, 470, 38, Color.rgb(250, 211, 111)); + drawCenteredText(canvas, (deathStar ? "★" : "☆") + " " + deaths + " / " + level.targetDeaths + " volunteers", + VIEW_WIDTH * 0.5f, 535, 31, deathStar ? Color.rgb(128, 229, 153) : Color.rgb(210, 211, 218)); + drawCenteredText(canvas, (timeStar ? "★" : "☆") + " " + GameMath.formatTime((long) (levelElapsed * 1000)) + " / " + GameMath.formatTime(level.targetSeconds * 1000L), + VIEW_WIDTH * 0.5f, 588, 31, timeStar ? Color.rgb(128, 229, 153) : Color.rgb(210, 211, 218)); + + drawHudButton(canvas, new RectF(345, 735, 755, 850), "Level select", false); + drawHudButton(canvas, new RectF(775, 735, 1145, 850), "Replay", false); + if (levelIndex + 1 < LevelCatalog.all().size()) drawHudButton(canvas, new RectF(1165, 735, 1575, 850), "Next level", true); + } + + private void drawPause(Canvas canvas) { + paint.setColor(Color.argb(218, 8, 12, 23)); + canvas.drawRect(0, 0, VIEW_WIDTH, VIEW_HEIGHT, paint); + drawCenteredText(canvas, "PAUSED", VIEW_WIDTH * 0.5f, 350, 68, Color.rgb(248, 212, 126)); + drawHudButton(canvas, new RectF(610, 485, 1310, 610), "Resume", true); + drawHudButton(canvas, new RectF(610, 650, 1310, 775), "Level select", false); + } + + private void drawHudButton(Canvas canvas, RectF box, String label, boolean primary) { + paint.setColor(primary ? Color.rgb(226, 169, 63) : Color.argb(210, 45, 52, 71)); + canvas.drawRoundRect(box, 22, 22, paint); + stroke.setColor(primary ? Color.rgb(255, 224, 146) : Color.rgb(139, 145, 160)); + stroke.setStrokeWidth(4f); + canvas.drawRoundRect(box, 22, 22, stroke); + drawCenteredText(canvas, label, box.centerX(), box.centerY() + 10, Math.min(31, box.height() * 0.34f), primary ? Color.rgb(35, 36, 43) : Color.WHITE); + } + + private void drawWorldLabel(Canvas canvas, String label, float x, float y) { + drawCenteredText(canvas, label, x, y, 24, Color.WHITE); + } + + private void drawText(Canvas canvas, String text, float x, float baseline, float size, int color, boolean bold) { + paint.setShader(null); + paint.setStyle(Paint.Style.FILL); + paint.setTextSize(size); + paint.setColor(color); + paint.setTextAlign(Paint.Align.LEFT); + paint.setTypeface(android.graphics.Typeface.create("sans", bold ? android.graphics.Typeface.BOLD : android.graphics.Typeface.NORMAL)); + canvas.drawText(text, x, baseline, paint); + } + + private void drawCenteredText(Canvas canvas, String text, float x, float baseline, float size, int color) { + paint.setShader(null); + paint.setStyle(Paint.Style.FILL); + paint.setTextSize(size); + paint.setColor(color); + paint.setTextAlign(Paint.Align.CENTER); + paint.setTypeface(android.graphics.Typeface.create("sans", android.graphics.Typeface.BOLD)); + canvas.drawText(text, x, baseline, paint); + } + + private static int withAlpha(int color, float alpha) { + return Color.argb((int) (255 * alpha), Color.red(color), Color.green(color), Color.blue(color)); + } + + @Override + public boolean onTouchEvent(MotionEvent event) { + PointF point = toCanvasPoint(event.getX(event.getActionIndex()), event.getY(event.getActionIndex())); + int action = event.getActionMasked(); + + if (screen == Screen.LEVELS) { + if (action == MotionEvent.ACTION_UP) { + performClick(); + handleLevelSelectTap(point.x, point.y); + } + return true; + } + if (screen == Screen.COMPLETE) { + if (action == MotionEvent.ACTION_UP) { + performClick(); + handleCompleteTap(point.x, point.y); + } + return true; + } + if (userPaused) { + if (action == MotionEvent.ACTION_UP) { + performClick(); + handlePauseTap(point.x, point.y); + } + return true; + } + + if (action == MotionEvent.ACTION_DOWN || action == MotionEvent.ACTION_POINTER_DOWN) { + if (contains(1608, 26, 1770, 112, point.x, point.y)) { + restartLevel(); + return true; + } + if (contains(1790, 26, 1892, 112, point.x, point.y)) { + userPaused = true; + pointers.clear(); + deriveControls(); + return true; + } + } + + rebuildPointers(event); + deriveControls(); + return true; + } + + @Override + public boolean performClick() { + super.performClick(); + return true; + } + + private void rebuildPointers(MotionEvent event) { + pointers.clear(); + int action = event.getActionMasked(); + int releasedIndex = (action == MotionEvent.ACTION_UP || action == MotionEvent.ACTION_POINTER_UP) + ? event.getActionIndex() : -1; + if (action == MotionEvent.ACTION_CANCEL) return; + for (int i = 0; i < event.getPointerCount(); i++) { + if (i == releasedIndex) continue; + PointF point = toCanvasPoint(event.getX(i), event.getY(i)); + pointers.put(event.getPointerId(i), point); + } + } + + private void deriveControls() { + boolean wasJumpPressed = jumpPressed; + leftPressed = false; + rightPressed = false; + jumpPressed = false; + for (int i = 0; i < pointers.size(); i++) { + PointF point = pointers.valueAt(i); + if (distance(point.x, point.y, 145, 925) <= 115f) leftPressed = true; + if (distance(point.x, point.y, 365, 925) <= 115f) rightPressed = true; + if (distance(point.x, point.y, 1760, 900) <= 145f) jumpPressed = true; + } + if (jumpPressed && !wasJumpPressed && player.alive) player.jumpBuffer = JUMP_BUFFER_SECONDS; + } + + private void handleLevelSelectTap(float x, float y) { + float startX = 110f; + float cardW = 310f; + float cardH = 250f; + float gapX = 65f; + for (int i = 0; i < LevelCatalog.all().size(); i++) { + int col = i % 5; + int row = i / 5; + float left = startX + col * (cardW + gapX); + float top = 260f + row * 310f; + if (contains(left, top, left + cardW, top + cardH, x, y) && i < progress.unlockedCount()) { + performHapticFeedback(HapticFeedbackConstants.KEYBOARD_TAP); + startLevel(i); + return; + } + } + } + + private void handleCompleteTap(float x, float y) { + if (contains(345, 735, 755, 850, x, y)) screen = Screen.LEVELS; + else if (contains(775, 735, 1145, 850, x, y)) restartLevel(); + else if (contains(1165, 735, 1575, 850, x, y) && levelIndex + 1 < LevelCatalog.all().size()) startLevel(levelIndex + 1); + } + + private void handlePauseTap(float x, float y) { + if (contains(610, 485, 1310, 610, x, y)) userPaused = false; + else if (contains(610, 650, 1310, 775, x, y)) { + userPaused = false; + screen = Screen.LEVELS; + } + } + + private PointF toCanvasPoint(float x, float y) { + return new PointF((x - canvasOffsetX) / Math.max(0.001f, canvasScale), (y - canvasOffsetY) / Math.max(0.001f, canvasScale)); + } + + private static boolean contains(float left, float top, float right, float bottom, float x, float y) { + return x >= left && x <= right && y >= top && y <= bottom; + } + + private static float distance(float ax, float ay, float bx, float by) { + float dx = ax - bx; + float dy = ay - by; + return (float) Math.sqrt(dx * dx + dy * dy); + } + + public void startLevelForAutomation(int oneBasedLevelNumber) { + if (oneBasedLevelNumber < 1 || oneBasedLevelNumber > LevelCatalog.all().size()) { + throw new IllegalArgumentException("Unknown level: " + oneBasedLevelNumber); + } + startLevel(oneBasedLevelNumber - 1); + } + + public void setAutomationInput(boolean moveLeft, boolean moveRight, boolean jump) { + boolean jumpWasPressed = jumpPressed; + leftPressed = moveLeft; + rightPressed = moveRight; + jumpPressed = jump; + if (jump && !jumpWasPressed && player.alive) player.jumpBuffer = JUMP_BUFFER_SECONDS; + } + + public AutomationSnapshot automationSnapshot() { + boolean allOpen = level != null && !level.doors.isEmpty(); + if (level != null) { + for (LevelDefinition.Door door : level.doors) allOpen &= doorOpen(door); + } + return new AutomationSnapshot( + screen == Screen.COMPLETE, + player.alive, + allOpen, + player.x, + player.y, + deaths, + corpses.size() + ); + } +} diff --git a/app/src/main/java/com/projectsacrifice/game/LevelCatalog.java b/app/src/main/java/com/projectsacrifice/game/LevelCatalog.java new file mode 100644 index 0000000..9661122 --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/LevelCatalog.java @@ -0,0 +1,194 @@ +package com.projectsacrifice.game; + +import static com.projectsacrifice.game.LevelDefinition.HazardType.ELECTRIC; +import static com.projectsacrifice.game.LevelDefinition.HazardType.FREEZER; +import static com.projectsacrifice.game.LevelDefinition.HazardType.PIT; +import static com.projectsacrifice.game.LevelDefinition.HazardType.SAW; +import static com.projectsacrifice.game.LevelDefinition.HazardType.SPIKES; +import static com.projectsacrifice.game.LevelDefinition.SwitchType.PRESSURE; +import static com.projectsacrifice.game.LevelDefinition.SwitchType.TIMED; +import static com.projectsacrifice.game.LevelDefinition.SwitchType.TOGGLE; + +import java.util.Arrays; +import java.util.Collections; +import java.util.List; + +/** Ten original vertical-slice puzzles with a one-mechanic-at-a-time learning curve. */ +public final class LevelCatalog { + private static final float FLOOR_Y = 880f; + private static final List LEVELS = Collections.unmodifiableList(Arrays.asList( + level1(), level2(), level3(), level4(), level5(), + level6(), level7(), level8(), level9(), level10() + )); + + private LevelCatalog() {} + + public static List all() { return LEVELS; } + + public static LevelDefinition get(int index) { + if (index < 0 || index >= LEVELS.size()) { + throw new IllegalArgumentException("Unknown level index: " + index); + } + return LEVELS.get(index); + } + + private static LevelDefinition level1() { + return level( + 1, "The Volunteer", "Reach the relic. Arrows move; the winged button jumps.", + 1920, 130, 760, goal(1690, 770), 0, 30, + platforms(floor(0, 1920), ledge(640, 760, 230), ledge(1060, 690, 250)), + hazards(), switches(), doors() + ); + } + + private static LevelDefinition level2() { + return level( + 2, "A Useful End", "The spikes keep every volunteer. Build a path from what remains.", + 2050, 130, 760, goal(1830, 770), 3, 55, + platforms(floor(0, 2050), ledge(1180, 740, 240)), + hazards(hazard(SPIKES, 610, 850, 260, 30)), switches(), doors() + ); + } + + private static LevelDefinition level3() { + return level( + 3, "Dead Weight", "Leave a body on the brass plate so the next volunteer can pass.", + 2050, 130, 760, goal(1810, 770), 1, 50, + platforms(floor(0, 2050)), + hazards(hazard(SAW, 565, 760, 92, 92, null, 0, -150)), + switches(sw(PRESSURE, 540, 860, 150, 20, "gate", 0, 1)), + doors(door(1110, 570, 78, 310, "gate")) + ); + } + + private static LevelDefinition level4() { + return level( + 4, "The Long Lift", "Touch the lever, then ride the moving platform to the upper gallery.", + 2200, 130, 760, goal(1960, 390), 0, 60, + platforms( + floor(0, 1500), floor(1820, 380), ledge(1660, 500, 540), + moving(1040, 790, 260, 34, 0, -390, 5.2f, "lift") + ), + hazards(hazard(PIT, 1500, 880, 320, 200)), + switches(sw(TOGGLE, 520, 820, 72, 60, "lift", 0, 1)), doors() + ); + } + + private static LevelDefinition level5() { + return level( + 5, "Express Delivery", "The saw throws to the right. Deliver a volunteer to the distant plate.", + 2300, 130, 760, goal(2080, 770), 1, 65, + platforms(floor(0, 2300), ledge(850, 800, 330)), + hazards(hazard(SAW, 570, 760, 96, 96, null, 500, -700)), + switches(sw(PRESSURE, 930, 780, 160, 20, "gate", 0, 1)), + doors(door(1390, 560, 82, 320, "gate")) + ); + } + + private static LevelDefinition level6() { + return level( + 6, "Cold Comfort", "The frost makes a solid block. Use the frozen volunteer as a step.", + 2150, 130, 760, goal(1880, 500), 1, 65, + platforms(floor(0, 1120), ledge(810, 590, 520), ledge(1430, 610, 570)), + hazards(hazard(FREEZER, 690, 750, 100, 130)), switches(), doors() + ); + } + + private static LevelDefinition level7() { + return level( + 7, "Live Wire", "A fallen volunteer conducts the current and keeps the relay alive.", + 2150, 130, 760, goal(1930, 770), 1, 55, + platforms(floor(0, 2150)), + hazards(hazard(ELECTRIC, 650, 780, 110, 100, "power", 0, 0)), + switches(), doors(door(1130, 560, 84, 320, "power")) + ); + } + + private static LevelDefinition level8() { + return level( + 8, "Borrowed Time", "The blue switch lasts five seconds. Keep moving.", + 2450, 130, 760, goal(2220, 600), 0, 38, + platforms( + floor(0, 900), floor(1510, 940), ledge(1980, 710, 470), + moving(990, 770, 240, 34, 380, 0, 4.0f, "clock") + ), + hazards(hazard(PIT, 900, 880, 610, 200)), + switches(sw(TIMED, 560, 810, 90, 70, "clock", 5.5f, 1)), + doors(door(1770, 560, 82, 320, "clock")) + ); + } + + private static LevelDefinition level9() { + return level( + 9, "Two Good Reasons", "The final gate needs weight and power at the same time.", + 2550, 130, 760, goal(2310, 770), 2, 80, + platforms(floor(0, 2550)), + hazards( + hazard(SPIKES, 520, 850, 130, 30), + hazard(ELECTRIC, 910, 780, 110, 100, "power", 0, 0) + ), + switches(sw(PRESSURE, 510, 842, 160, 38, "weight", 0, 1)), + doors(door(1510, 540, 86, 340, "weight", "power")) + ); + } + + private static LevelDefinition level10() { + return level( + 10, "The Last Procession", "Launch, freeze, conduct, ascend. Every lesson opens the last relic.", + 3100, 130, 760, goal(2880, 330), 3, 120, + platforms( + floor(0, 1880), floor(2140, 960), ledge(2420, 440, 680), + moving(1840, 790, 250, 34, 0, -410, 5.0f, "lift") + ), + hazards( + hazard(SAW, 520, 760, 96, 96, null, 700, -240), + hazard(FREEZER, 1110, 750, 100, 130), + hazard(ELECTRIC, 1510, 780, 110, 100, "power", 0, 0), + hazard(PIT, 1880, 880, 260, 200) + ), + switches(sw(PRESSURE, 860, 860, 160, 20, "lift", 0, 1)), + doors(door(2310, 310, 82, 570, "power")) + ); + } + + private static LevelDefinition level( + int number, String title, String hint, float width, + float spawnX, float spawnY, LevelDefinition.Box goal, + int targetDeaths, int targetSeconds, + List platforms, + List hazards, + List switches, + List doors + ) { + return new LevelDefinition(number, title, hint, width, spawnX, spawnY, goal, + targetDeaths, targetSeconds, platforms, hazards, switches, doors); + } + + private static LevelDefinition.Box box(float x, float y, float w, float h) { + return new LevelDefinition.Box(x, y, w, h); + } + + private static LevelDefinition.Box goal(float x, float y) { return box(x, y, 86, 110); } + private static LevelDefinition.Platform floor(float x, float w) { return new LevelDefinition.Platform(box(x, FLOOR_Y, w, 200)); } + private static LevelDefinition.Platform ledge(float x, float y, float w) { return new LevelDefinition.Platform(box(x, y, w, 34)); } + private static LevelDefinition.Platform moving(float x, float y, float w, float h, float tx, float ty, float period, String control) { + return new LevelDefinition.Platform(box(x, y, w, h), tx, ty, period, control); + } + private static LevelDefinition.Hazard hazard(LevelDefinition.HazardType type, float x, float y, float w, float h) { + return new LevelDefinition.Hazard(type, box(x, y, w, h)); + } + private static LevelDefinition.Hazard hazard(LevelDefinition.HazardType type, float x, float y, float w, float h, String relay, float ix, float iy) { + return new LevelDefinition.Hazard(type, box(x, y, w, h), relay, ix, iy); + } + private static LevelDefinition.Switch sw(LevelDefinition.SwitchType type, float x, float y, float w, float h, String id, float duration, int mass) { + return new LevelDefinition.Switch(type, box(x, y, w, h), id, duration, mass); + } + private static LevelDefinition.Door door(float x, float y, float w, float h, String... ids) { + return new LevelDefinition.Door(box(x, y, w, h), ids); + } + + @SafeVarargs private static List platforms(LevelDefinition.Platform... values) { return Arrays.asList(values); } + @SafeVarargs private static List hazards(LevelDefinition.Hazard... values) { return Arrays.asList(values); } + @SafeVarargs private static List switches(LevelDefinition.Switch... values) { return Arrays.asList(values); } + @SafeVarargs private static List doors(LevelDefinition.Door... values) { return Arrays.asList(values); } +} diff --git a/app/src/main/java/com/projectsacrifice/game/LevelDefinition.java b/app/src/main/java/com/projectsacrifice/game/LevelDefinition.java new file mode 100644 index 0000000..110a981 --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/LevelDefinition.java @@ -0,0 +1,161 @@ +package com.projectsacrifice.game; + +import java.util.Arrays; +import java.util.Collections; +import java.util.List; + +/** Immutable, Android-independent level data. */ +public final class LevelDefinition { + public enum HazardType { SPIKES, SAW, FREEZER, ELECTRIC, PIT } + public enum SwitchType { PRESSURE, TOGGLE, TIMED } + + public static final class Box { + public final float x; + public final float y; + public final float width; + public final float height; + + public Box(float x, float y, float width, float height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + } + + public float right() { return x + width; } + public float bottom() { return y + height; } + } + + public static final class Platform { + public final Box box; + public final float travelX; + public final float travelY; + public final float periodSeconds; + public final String controlId; + + public Platform(Box box) { + this(box, 0f, 0f, 0f, null); + } + + public Platform(Box box, float travelX, float travelY, float periodSeconds, String controlId) { + this.box = box; + this.travelX = travelX; + this.travelY = travelY; + this.periodSeconds = periodSeconds; + this.controlId = controlId; + } + + public boolean isMoving() { return travelX != 0f || travelY != 0f; } + } + + public static final class Hazard { + public final HazardType type; + public final Box box; + public final String relayId; + public final float impulseX; + public final float impulseY; + + public Hazard(HazardType type, Box box) { + this(type, box, null, 0f, 0f); + } + + public Hazard(HazardType type, Box box, String relayId, float impulseX, float impulseY) { + this.type = type; + this.box = box; + this.relayId = relayId; + this.impulseX = impulseX; + this.impulseY = impulseY; + } + } + + public static final class Switch { + public final SwitchType type; + public final Box box; + public final String signalId; + public final float durationSeconds; + public final int requiredMass; + + public Switch(SwitchType type, Box box, String signalId, float durationSeconds, int requiredMass) { + this.type = type; + this.box = box; + this.signalId = signalId; + this.durationSeconds = durationSeconds; + this.requiredMass = requiredMass; + } + } + + public static final class Door { + public final Box box; + public final List requiredSignals; + + public Door(Box box, String... requiredSignals) { + this.box = box; + this.requiredSignals = Collections.unmodifiableList(Arrays.asList(requiredSignals)); + } + } + + public final int number; + public final String title; + public final String hint; + public final float worldWidth; + public final float spawnX; + public final float spawnY; + public final Box goal; + public final int targetDeaths; + public final int targetSeconds; + public final List platforms; + public final List hazards; + public final List switches; + public final List doors; + + public LevelDefinition( + int number, + String title, + String hint, + float worldWidth, + float spawnX, + float spawnY, + Box goal, + int targetDeaths, + int targetSeconds, + List platforms, + List hazards, + List switches, + List doors + ) { + this.number = number; + this.title = title; + this.hint = hint; + this.worldWidth = worldWidth; + this.spawnX = spawnX; + this.spawnY = spawnY; + this.goal = goal; + this.targetDeaths = targetDeaths; + this.targetSeconds = targetSeconds; + this.platforms = Collections.unmodifiableList(platforms); + this.hazards = Collections.unmodifiableList(hazards); + this.switches = Collections.unmodifiableList(switches); + this.doors = Collections.unmodifiableList(doors); + } + + public boolean containsMechanic(HazardType type) { + for (Hazard hazard : hazards) { + if (hazard.type == type) return true; + } + return false; + } + + public boolean containsMechanic(SwitchType type) { + for (Switch item : switches) { + if (item.type == type) return true; + } + return false; + } + + public boolean hasMovingPlatform() { + for (Platform platform : platforms) { + if (platform.isMoving()) return true; + } + return false; + } +} diff --git a/app/src/main/java/com/projectsacrifice/game/LevelPlaytestBot.java b/app/src/main/java/com/projectsacrifice/game/LevelPlaytestBot.java new file mode 100644 index 0000000..1cd7d1b --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/LevelPlaytestBot.java @@ -0,0 +1,91 @@ +package com.projectsacrifice.game; + +/** + * Black-box playtest bot for the fifth level. It operates through the same input + * flags used by touch controls and observes only player-visible session state. + */ +public final class LevelPlaytestBot { + public interface Driver { + void startLevel(int oneBasedLevelNumber); + void setInput(boolean moveLeft, boolean moveRight, boolean jump); + GameView.AutomationSnapshot snapshot(); + void waitForNextDecision(long millis); + } + + public static final class Result { + private final boolean completed; + private final boolean doorOpened; + private final int deaths; + private final int corpseCount; + private final String diagnostic; + + Result(boolean completed, boolean doorOpened, int deaths, int corpseCount, String diagnostic) { + this.completed = completed; + this.doorOpened = doorOpened; + this.deaths = deaths; + this.corpseCount = corpseCount; + this.diagnostic = diagnostic; + } + + public boolean completed() { return completed; } + public boolean doorOpened() { return doorOpened; } + public int deaths() { return deaths; } + public int corpseCount() { return corpseCount; } + public String diagnostic() { return diagnostic; } + } + + public Result proveLevelFive(Driver driver, long timeoutMillis) { + driver.startLevel(5); + long deadline = System.currentTimeMillis() + timeoutMillis; + boolean doorOpened = false; + int jumpStage = 0; + int respawnsAfterSacrifice = 0; + boolean wasAlive = true; + GameView.AutomationSnapshot last = driver.snapshot(); + + while (System.currentTimeMillis() < deadline) { + last = driver.snapshot(); + doorOpened |= last.allDoorsOpen(); + if (last.completed()) { + driver.setInput(false, false, false); + return new Result(true, doorOpened, last.deaths(), last.corpseCount(), + "Level 5 completed by bot: deaths=" + last.deaths() + + ", corpses=" + last.corpseCount() + ", doorOpened=" + doorOpened); + } + + if (!last.playerAlive()) { + driver.setInput(false, false, false); + wasAlive = false; + } else if (last.deaths() == 0) { + driver.setInput(false, true, false); + } else if (!doorOpened) { + driver.setInput(false, false, false); + } else { + if (!wasAlive) { + respawnsAfterSacrifice++; + jumpStage = 0; + } + if (jumpStage == 0 && last.playerX() < 390f) { + driver.setInput(false, true, false); + } else if (jumpStage == 0) { + driver.setInput(false, true, true); + jumpStage = 1; + } else if (jumpStage == 1 && last.playerX() >= 750f) { + driver.setInput(false, true, true); + jumpStage = 2; + } else { + driver.setInput(false, true, false); + } + wasAlive = true; + } + driver.waitForNextDecision(32L); + } + + driver.setInput(false, false, false); + return new Result(false, doorOpened, last.deaths(), last.corpseCount(), + "Bot timed out on level 5: x=" + last.playerX() + ", y=" + last.playerY() + + ", alive=" + last.playerAlive() + ", deaths=" + last.deaths() + + ", corpses=" + last.corpseCount() + ", doorOpened=" + doorOpened + + ", respawnsAfterSacrifice=" + respawnsAfterSacrifice); + } +} diff --git a/app/src/main/java/com/projectsacrifice/game/MainActivity.java b/app/src/main/java/com/projectsacrifice/game/MainActivity.java new file mode 100644 index 0000000..690a60f --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/MainActivity.java @@ -0,0 +1,70 @@ +package com.projectsacrifice.game; + +import android.app.Activity; +import android.os.Bundle; +import android.view.View; +import android.view.Window; +import android.view.WindowInsets; +import android.view.WindowInsetsController; +import android.view.WindowManager; + +public final class MainActivity extends Activity { + private GameView gameView; + + @Override + protected void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + requestWindowFeature(Window.FEATURE_NO_TITLE); + getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON); + gameView = new GameView(this); + setContentView(gameView); + hideSystemUi(); + } + + @Override + public void onWindowFocusChanged(boolean hasFocus) { + super.onWindowFocusChanged(hasFocus); + if (hasFocus) hideSystemUi(); + } + + @Override + protected void onPause() { + super.onPause(); + if (gameView != null) gameView.setPaused(true); + } + + @Override + protected void onResume() { + super.onResume(); + hideSystemUi(); + } + + @Override + public void onBackPressed() { + if (gameView != null && gameView.handleBack()) return; + super.onBackPressed(); + } + + private void hideSystemUi() { + if (android.os.Build.VERSION.SDK_INT >= 30) { + WindowInsetsController controller = getWindow().getInsetsController(); + if (controller != null) { + controller.hide(WindowInsets.Type.statusBars() | WindowInsets.Type.navigationBars()); + controller.setSystemBarsBehavior(WindowInsetsController.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE); + } + } else { + getWindow().getDecorView().setSystemUiVisibility( + View.SYSTEM_UI_FLAG_FULLSCREEN | + View.SYSTEM_UI_FLAG_HIDE_NAVIGATION | + View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY | + View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN | + View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION | + View.SYSTEM_UI_FLAG_LAYOUT_STABLE + ); + } + } + + public GameView gameViewForAutomation() { + return gameView; + } +} diff --git a/app/src/main/java/com/projectsacrifice/game/ProgressStore.java b/app/src/main/java/com/projectsacrifice/game/ProgressStore.java new file mode 100644 index 0000000..9c80ff4 --- /dev/null +++ b/app/src/main/java/com/projectsacrifice/game/ProgressStore.java @@ -0,0 +1,42 @@ +package com.projectsacrifice.game; + +import android.content.Context; +import android.content.SharedPreferences; + +public final class ProgressStore { + private static final String FILE = "project_sacrifice_progress_v1"; + private final SharedPreferences preferences; + + public ProgressStore(Context context) { + preferences = context.getSharedPreferences(FILE, Context.MODE_PRIVATE); + } + + public int unlockedCount() { + return Math.max(1, Math.min(LevelCatalog.all().size(), preferences.getInt("unlocked", 1))); + } + + public boolean isCompleted(int levelNumber) { + return preferences.getBoolean(key(levelNumber, "completed"), false); + } + + public int bestDeaths(int levelNumber) { + return preferences.getInt(key(levelNumber, "deaths"), Integer.MAX_VALUE); + } + + public long bestTimeMs(int levelNumber) { + return preferences.getLong(key(levelNumber, "time"), Long.MAX_VALUE); + } + + public void recordCompletion(int levelNumber, int deaths, long elapsedMs) { + SharedPreferences.Editor editor = preferences.edit(); + editor.putBoolean(key(levelNumber, "completed"), true); + editor.putInt(key(levelNumber, "deaths"), Math.min(deaths, bestDeaths(levelNumber))); + editor.putLong(key(levelNumber, "time"), Math.min(elapsedMs, bestTimeMs(levelNumber))); + editor.putInt("unlocked", Math.min(LevelCatalog.all().size(), Math.max(unlockedCount(), levelNumber + 1))); + editor.apply(); + } + + private static String key(int levelNumber, String suffix) { + return "level_" + levelNumber + "_" + suffix; + } +} diff --git a/app/src/main/res/drawable/ic_launcher.xml b/app/src/main/res/drawable/ic_launcher.xml new file mode 100644 index 0000000..773cd16 --- /dev/null +++ b/app/src/main/res/drawable/ic_launcher.xml @@ -0,0 +1,11 @@ + + + + + + + diff --git a/app/src/main/res/values/colors.xml b/app/src/main/res/values/colors.xml new file mode 100644 index 0000000..e5b87f6 --- /dev/null +++ b/app/src/main/res/values/colors.xml @@ -0,0 +1,5 @@ + + #111827 + #F4E6C7 + #F6C453 + diff --git a/app/src/main/res/values/strings.xml b/app/src/main/res/values/strings.xml new file mode 100644 index 0000000..2bfe1d6 --- /dev/null +++ b/app/src/main/res/values/strings.xml @@ -0,0 +1,3 @@ + + Project Sacrifice + diff --git a/app/src/main/res/values/themes.xml b/app/src/main/res/values/themes.xml new file mode 100644 index 0000000..ee9190e --- /dev/null +++ b/app/src/main/res/values/themes.xml @@ -0,0 +1,10 @@ + + + diff --git a/app/src/test/java/com/projectsacrifice/game/GameMathTest.java b/app/src/test/java/com/projectsacrifice/game/GameMathTest.java new file mode 100644 index 0000000..d4fc803 --- /dev/null +++ b/app/src/test/java/com/projectsacrifice/game/GameMathTest.java @@ -0,0 +1,32 @@ +package com.projectsacrifice.game; + +import static org.junit.Assert.assertEquals; +import static org.junit.Assert.assertFalse; +import static org.junit.Assert.assertTrue; + +import org.junit.Test; + +public final class GameMathTest { + @Test + public void intersectionTreatsTouchingEdgesAsNonOverlap() { + assertFalse(GameMath.intersects(0, 0, 10, 10, 10, 0, 10, 10)); + assertTrue(GameMath.intersects(0, 0, 10, 10, 9.9f, 0, 10, 10)); + } + + @Test + public void pingPongIsDeterministicAndBounded() { + assertEquals(0f, GameMath.pingPong(0f, 4f), 0.0001f); + assertEquals(1f, GameMath.pingPong(2f, 4f), 0.0001f); + assertEquals(0f, GameMath.pingPong(4f, 4f), 0.0001f); + for (int i = 0; i < 100; i++) { + float value = GameMath.pingPong(i * 0.13f, 3.7f); + assertTrue(value >= 0f && value <= 1f); + } + } + + @Test + public void timeFormattingIsStable() { + assertEquals("00:00", GameMath.formatTime(999)); + assertEquals("01:05", GameMath.formatTime(65_000)); + } +} diff --git a/app/src/test/java/com/projectsacrifice/game/LevelCatalogTest.java b/app/src/test/java/com/projectsacrifice/game/LevelCatalogTest.java new file mode 100644 index 0000000..6911df1 --- /dev/null +++ b/app/src/test/java/com/projectsacrifice/game/LevelCatalogTest.java @@ -0,0 +1,105 @@ +package com.projectsacrifice.game; + +import static org.junit.Assert.assertEquals; +import static org.junit.Assert.assertFalse; +import static org.junit.Assert.assertTrue; + +import org.junit.Test; + +import java.util.HashSet; +import java.util.List; +import java.util.Set; + +public final class LevelCatalogTest { + @Test + public void verticalSliceContainsTenSequentialLevels() { + List levels = LevelCatalog.all(); + assertEquals(10, levels.size()); + Set titles = new HashSet<>(); + for (int i = 0; i < levels.size(); i++) { + LevelDefinition level = levels.get(i); + assertEquals(i + 1, level.number); + assertTrue(titles.add(level.title)); + assertFalse(level.hint.trim().isEmpty()); + } + } + + @Test + public void everyLevelHasValidSpawnGoalAndGeometry() { + for (LevelDefinition level : LevelCatalog.all()) { + assertTrue(level.worldWidth >= 1920f); + assertTrue(level.spawnX >= 0f && level.spawnX < level.worldWidth); + assertTrue(level.spawnY >= 0f && level.spawnY < 1080f); + assertTrue(level.goal.x >= 0f && level.goal.right() <= level.worldWidth); + assertTrue(level.goal.y >= 0f && level.goal.bottom() <= 1080f); + assertFalse(level.platforms.isEmpty()); + assertTrue(level.targetDeaths >= 0); + assertTrue(level.targetSeconds > 0); + } + } + + @Test + public void requestedMechanicsAreRepresentedInProgression() { + boolean spikes = false; + boolean saw = false; + boolean freezer = false; + boolean electricity = false; + boolean moving = false; + boolean pressure = false; + boolean toggle = false; + boolean timed = false; + boolean multiSignalDoor = false; + + for (LevelDefinition level : LevelCatalog.all()) { + spikes |= level.containsMechanic(LevelDefinition.HazardType.SPIKES); + saw |= level.containsMechanic(LevelDefinition.HazardType.SAW); + freezer |= level.containsMechanic(LevelDefinition.HazardType.FREEZER); + electricity |= level.containsMechanic(LevelDefinition.HazardType.ELECTRIC); + moving |= level.hasMovingPlatform(); + pressure |= level.containsMechanic(LevelDefinition.SwitchType.PRESSURE); + toggle |= level.containsMechanic(LevelDefinition.SwitchType.TOGGLE); + timed |= level.containsMechanic(LevelDefinition.SwitchType.TIMED); + for (LevelDefinition.Door door : level.doors) multiSignalDoor |= door.requiredSignals.size() > 1; + } + + assertTrue(spikes); + assertTrue(saw); + assertTrue(freezer); + assertTrue(electricity); + assertTrue(moving); + assertTrue(pressure); + assertTrue(toggle); + assertTrue(timed); + assertTrue(multiSignalDoor); + } + + @Test + public void masteryLevelCombinesAtLeastFourCoreMechanics() { + LevelDefinition finale = LevelCatalog.get(9); + int count = finale.hazards.size() + finale.switches.size(); + assertTrue(finale.hasMovingPlatform()); + assertTrue(count >= 5); + assertFalse(finale.doors.isEmpty()); + } + + @Test + public void everyDoorAndControlledPlatformHasADeclaredSignalSource() { + for (LevelDefinition level : LevelCatalog.all()) { + Set sources = new HashSet<>(); + for (LevelDefinition.Switch item : level.switches) sources.add(item.signalId); + for (LevelDefinition.Hazard hazard : level.hazards) { + if (hazard.relayId != null) sources.add(hazard.relayId); + } + for (LevelDefinition.Door door : level.doors) { + for (String required : door.requiredSignals) { + assertTrue("Level " + level.number + " has missing signal " + required, sources.contains(required)); + } + } + for (LevelDefinition.Platform platform : level.platforms) { + if (platform.controlId != null) { + assertTrue("Level " + level.number + " has missing signal " + platform.controlId, sources.contains(platform.controlId)); + } + } + } + } +} diff --git a/build.gradle b/build.gradle new file mode 100644 index 0000000..134cf09 --- /dev/null +++ b/build.gradle @@ -0,0 +1,3 @@ +plugins { + id 'com.android.application' version '8.2.2' apply false +} diff --git a/docs/BEADS_WORKFLOW.md b/docs/BEADS_WORKFLOW.md new file mode 100644 index 0000000..0167f04 --- /dev/null +++ b/docs/BEADS_WORKFLOW.md @@ -0,0 +1,65 @@ +# Beads: отслеживание выполнения плана + +Beads инициализирован локально в `~/tmp/goon-game` поверх embedded Dolt. Remote не настроен: база задач существует только на этой машине. + +Источники требований: + +- [`DEVELOPMENT_PLAN.md`](DEVELOPMENT_PLAN.md) — утверждённый GDD + TDD + production roadmap; +- [`CURRENT_ROADMAP.md`](CURRENT_ROADMAP.md) — ближайшая последовательность работ для существующего vertical slice. + +## Структура backlog + +- master epic: `goon-game-plan`; +- 16 доменных эпиков `goon-game-e01` … `goon-game-e16` из раздела 62 основного плана; +- milestones Prototype, Vertical Slice, Production, Alpha, Beta и Release Candidate; +- предметные задачи с acceptance criteria, приоритетами и зависимостями; +- уже подтверждённые кодом и QA элементы закрыты с причиной. + +На момент инициализации создано 68 beads: 13 закрыты, 4 находятся в работе и 51 открыт. Эти числа нельзя трактовать как точный процент готовности, потому что в базе смешаны эпики, features и задачи разного размера. + +Текущий gate — `goon-game-milestone-vslice`. Первая приоритетная незаблокированная задача — `goon-game-bot-framework`. + +## Ежедневные команды + +Выполнять из `~/tmp/goon-game`: + +```sh +bd status +bd ready --exclude-type epic +bd list --all --tree +``` + +Посмотреть задачу и её зависимости: + +```sh +bd show goon-game-bot-framework +bd dep tree goon-game-milestone-vslice +``` + +Начать работу: + +```sh +bd update goon-game-bot-framework --claim +``` + +Закрыть после выполнения acceptance criteria: + +```sh +bd close goon-game-bot-framework --reason "Acceptance criteria выполнены; проверки зелёные" +``` + +После изменения графа: + +```sh +bd dep cycles +bd export --output .beads/issues.jsonl +``` + +## Правила ведения + +1. Не закрывать задачу по факту написания кода — сначала выполнить её acceptance criteria и проверки. +2. Новую найденную работу добавлять дочерней к одному из 16 эпиков и связывать blocking dependency, если она влияет на milestone. +3. Реальные softlocks и непроходимые уровни заводить как `bug` с P0/P1, а не прятать внутри общего balance task. +4. Vertical Slice закрывать только после `10/10 passed`, внешнего playtest и остальных зависимостей в его дереве. +5. Не редактировать `.beads/issues.jsonl` вручную: source of truth — embedded Dolt в `.beads/embeddeddolt`. +6. Перед передачей базы другой машине отдельно настроить Dolt remote либо передать весь Git/Beads-каталог; сейчас удалённой синхронизации нет. diff --git a/docs/CURRENT_ROADMAP.md b/docs/CURRENT_ROADMAP.md new file mode 100644 index 0000000..2332e12 --- /dev/null +++ b/docs/CURRENT_ROADMAP.md @@ -0,0 +1,181 @@ +# Текущий roadmap реализации Project Sacrifice + +Этот документ описывает ближайшие работы относительно существующего vertical slice. Полный утверждённый GDD + TDD + production roadmap находится в [`DEVELOPMENT_PLAN.md`](DEVELOPMENT_PLAN.md). + +Актуально на 18 августа 2026 года. + +## 1. Текущее состояние + +Проект находится на стадии проверенного vertical slice: + +- реализованы 10 последовательных уровней; +- работают движение, прыжок и мобильное multitouch-управление; +- смерть не сбрасывает состояние уровня, тела остаются физическими объектами; +- реализованы шипы, пила, нажимные и временные кнопки, двери, движущиеся платформы, заморозка и электричество; +- сохраняются прогресс, лучшее время и минимальное число жертв; +- уровень 5 защищён Android acceptance-тестом: бот проходит реальную игровую сцену примерно за 8,2 секунды с одной смертью и одним оставшимся телом; +- финальный debug APK проверен на Android 16: установка, холодный запуск, ZIP-структура и v1/v2-подписи корректны. + +Главный текущий риск: автоматическая проходимость доказана только для уровня 5. Остальные уровни могут содержать тупики, нестабильную физику или слишком точные действия. + +## 2. Принципы разработки + +1. Сначала acceptance-тест, затем исправление уровня. +2. Бот использует те же команды движения и прыжка, что и игрок, без прямого перемещения персонажа или подмены физики. +3. Новый контент не добавляется, пока текущие 10 уровней не проходят обязательный регрессионный набор. +4. Изменения физики проверяются на всех уровнях, потому что скорость, импульсы и коллизии являются общими. +5. Debug APK используется для внутренней проверки; внешняя альфа собирается отдельной release-подписью. + +Оценки ниже указаны в рабочих днях для одного Android-разработчика при доступности дизайнера и QA на проверках. Это ориентиры, а не календарные обещания. + +## 3. Этапы + +### Этап 1. Боты проходимости для уровней 1–10 — P0, 4–6 дней + +Задачи: + +- выделить общий сценарный движок поверх существующего `LevelPlaytestBot.Driver`; +- добавить наблюдаемые состояния: положение и скорость игрока, опора, активные сигналы, состояние платформ и дверей; +- реализовать отдельный маршрут для каждого уровня; +- выдавать полезную диагностику таймаута: координаты, число смертей, тела, сигналы и последняя выполненная команда; +- запускать все сценарии одной Gradle-командой на эмуляторе; +- исключить случайные повторы как способ скрыть нестабильность. + +Критерии завершения: + +- уровни 1–10 проходят по три последовательных запуска; +- каждый сценарий использует предусмотренную механику уровня; +- один полный прогон укладывается в 5 минут; +- падение теста показывает этап и состояние, на котором бот остановился. + +### Этап 2. Исправление уровней и баланс — P0, 4–7 дней + +Задачи: + +- исправить найденные ботами тупики и нестабильные взаимодействия; +- увеличить допуски у прыжков и зон срабатывания, не убирая смысл головоломок; +- проверить, что тела не выталкиваются с плит и не застревают в дверях; +- выровнять кривую сложности: знакомство, закрепление, комбинация механик; +- уточнить подсказки и целевые показатели времени/жертв; +- провести минимум две ручные сессии на каждом уровне. + +Критерии завершения: + +- `10/10 passed` в автоматическом прогоне; +- каждый уровень впервые понимается тестировщиком не более чем за три попытки либо содержит достаточную подсказку; +- restart всегда возвращает чистое начальное состояние; +- после смерти невозможно потерять обязательный объект без возможности перезапуска. + +### Этап 3. Управление, интерфейс и доступность — P1, 3–5 дней + +Задачи: + +- добавить настройку размера и прозрачности экранных кнопок; +- улучшить зоны multitouch и визуальную обратную связь на нажатия; +- добавить короткое обучение без блокирующих длинных окон; +- доработать экран завершения: время, жертвы, лучший результат и следующая цель; +- локализовать интерфейс и подсказки на русский и английский; +- проверить контраст, масштаб текста, вибрацию и режим без вибрации; +- корректно обрабатывать pause/resume и системную кнопку Back. + +Критерии завершения: + +- игра полностью управляется на телефоне без внешней клавиатуры; +- элементы управления не перекрывают игровую информацию на поддерживаемых экранах; +- смена языка и настроек не сбрасывает прогресс; +- UI проверен минимум на форматах 16:9, 20:9 и планшете. + +### Этап 4. Контентная архитектура и инструменты — P1, 5–8 дней + +Задачи: + +- перенести описания уровней из Java-констант в валидируемый JSON-формат; +- добавить загрузчик с проверкой геометрии, сигналов и обязательных объектов; +- создать простой desktop-скрипт предпросмотра или экспортёр координат; +- закрепить версию физики и формата уровня; +- сохранять воспроизводимый журнал команд бота для расследования регрессий. + +Критерии завершения: + +- геометрию и подсказки уровня можно изменить без перекомпиляции игрового кода; +- некорректный сигнал, дверь или объект отклоняется валидатором при сборке; +- все существующие уровни после миграции проходят тех же ботов. + +### Этап 5. Художественная и звуковая альфа — P1, 8–15 дней + +Задачи: + +- утвердить самостоятельный визуальный стиль, не копирующий коммерческий референс; +- заменить prototype-графику персонажа, опасностей, окружения и интерфейса; +- добавить анимации движения, смерти, respawn и реакции механизмов; +- добавить звуки управления, механизмов, результата и фоновую музыку; +- предусмотреть независимые настройки музыки, эффектов и вибрации; +- оптимизировать ресурсы для Android. + +Критерии завершения: + +- все игровые состояния визуально различимы без чтения внутренней логики; +- звук не является единственным источником обязательной информации; +- проект сохраняет стабильную частоту кадров на целевых устройствах. + +### Этап 6. Техническая стабилизация — P0 перед внешней альфой, 4–7 дней + +Задачи: + +- проверить Android 8–16 и устройства с 2–4 ГБ памяти; +- измерить frame time, память, запуск и размер APK; +- протестировать сворачивание, возврат, блокировку экрана и уничтожение Activity; +- добавить журналирование необработанных ошибок без персональных данных; +- проверить обновление приложения поверх предыдущей версии и сохранность прогресса; +- подготовить release build, отдельный application ID для тестового канала и закрыто хранимый keystore; +- сформировать APK для прямой установки и AAB для Google Play Internal Testing. + +Критерии завершения: + +- нет блокирующих падений, ANR и потери прогресса; +- 95-й перцентиль кадра соответствует целевым 60 FPS либо документированному минимуму 30 FPS на слабых устройствах; +- release APK/AAB подписан, устанавливается и запускается на чистом устройстве; +- debug-инструменты не попадают в публичную конфигурацию без необходимости. + +### Этап 7. Закрытая альфа — 1–2 итерации по 5–7 дней + +Задачи: + +- привлечь 20–30 тестировщиков разного игрового опыта; +- собирать по каждому уровню время, число смертей, restart и точку выхода; +- разделять дефекты на блокирующие, значимые и косметические; +- повторно проверять исправления ботами и ручным smoke-тестом; +- определить уровни с высоким процентом выхода или неверно понятой механикой. + +Критерии завершения: + +- 90% тестировщиков завершают уровни 1–5 без помощи разработчика; +- 70% завершают все 10 уровней; +- отсутствуют открытые блокирующие дефекты; +- все значимые дефекты имеют решение или явно принятое продуктовое решение. + +## 4. Обязательный набор проверок каждого APK + +Перед передачей тестировщикам должны выполняться: + +1. `testDebugUnitTest` — математика, каталог и валидация уровней; +2. `lintDebug` — Android Lint без ошибок; +3. `connectedDebugAndroidTest` — боты уровней 1–10; +4. проверка APK через `unzip -t`; +5. проверка package/version через `aapt2 dump badging`; +6. проверка подписи через `apksigner verify`; +7. установка поверх предыдущего билда и на чистое устройство; +8. холодный запуск и проверка crash-буфера; +9. ручной smoke-тест уровня 1 и одного сложного комбинированного уровня. + +## 5. Ближайшая итерация + +Следующая итерация ограничивается этапом 1: + +- обобщить существующего бота уровня 5; +- добавить ботов уровней 1–4; +- затем добавить ботов уровней 6–10; +- зафиксировать единый отчёт `10/10 passed`; +- не добавлять уровень 11 и новые механики до выполнения этого критерия. + +Результатом итерации должны стать обновлённый исходный проект, проверенный APK и отчёт с длительностью и результатом каждого сценария. diff --git a/docs/DEVELOPMENT_PLAN.md b/docs/DEVELOPMENT_PLAN.md new file mode 100644 index 0000000..9459da5 --- /dev/null +++ b/docs/DEVELOPMENT_PLAN.md @@ -0,0 +1,1781 @@ +# GDD + TDD + Production Roadmap + +Это основной утверждённый план разработки Project Sacrifice. Текст ниже сохранён из предоставленного владельцем проекта документа. + +Ниже — план, который можно передать команде как основу **GDD + TDD + production roadmap**. В качестве референса берём основную формулу *Life Goes On: Done to Death*: комедийный puzzle-platformer, где смерть персонажа является частью решения, а оставшиеся тела используются как физические объекты — например, для перекрытия шипов, нажатия кнопок, создания ступеней и взаимодействия с механизмами. Оригинальная игра также строится вокруг коротких самостоятельных уровней и постепенно вводит новые способы использования погибших персонажей. + +Если у проекта **нет лицензии правообладателя**, не следует буквально воспроизводить название, персонажей, графику, музыку, тексты, конкретную геометрию уровней или последовательность головоломок *Life Goes On*. План ниже поэтому рассчитан на **максимально близкий по механической формуле, но самостоятельный Android-проект**. Если права на оригинал у команды есть, те же технические блоки можно использовать уже для полноценного портирования. + +# 1. Концепция проекта + +**Рабочее название:** Project Sacrifice. + +**Жанр:** 2D/2.5D physics puzzle-platformer. + +**Платформа первой версии:** Android. + +**Ориентация:** landscape. + +**Основная игровая сессия:** 1–5 минут на уровень. + +**Основная идея:** игрок управляет последовательностью персонажей. Смерть не означает поражение. После смерти персонаж остаётся в игровом мире и становится частью головоломки. Следующий персонаж появляется в точке спавна и может использовать тело предыдущего. + +Главный цикл: + +**изучить уровень → понять требуемую цепочку действий → пожертвовать персонажем → изменить состояние уровня → вызвать следующего → пройти дальше → добраться до цели.** + +Важное дизайнерское правило: игрок должен перестать воспринимать смерть как наказание. Основной ресурс головоломки — не здоровье, а **количество и положение предыдущих персонажей**. + +--- + +# 2. Целевая структура продукта + +Релизную версию разумно проектировать на: + +- 4 тематических мира; +- 12–18 основных уровней на мир; +- 3–5 дополнительных challenge-уровней; +- 55–70 уровней суммарно; +- 4 финальных уровня/испытания; +- 8–12 основных игровых механик; +- 20–30 типов интерактивных объектов; +- 30+ косметических элементов персонажей; +- систему дополнительных целей; +- локальное сохранение; +- достижения; +- настройки графики, звука и управления. + +Для первой production-версии не нужно сразу делать весь объём. Сначала команда должна доказать жизнеспособность механики на **vertical slice из 8–10 уровней**. + +--- + +# 3. Главный персонаж + +Персонаж должен иметь минимальный набор действий: + +**Movement** + +- движение влево; +- движение вправо; +- остановка; +- разворот. + +**Platforming** + +- прыжок; +- падение; +- приземление; +- движение по наклонной поверхности; +- взаимодействие с движущейся платформой. + +Не стоит добавлять атаку, сложный инвентарь или комбинации кнопок: фокус должен оставаться на головоломке. + +### Состояния персонажа + +State machine: + +```text +Spawn +↓ +Idle +├── Run +├── Jump +│ └── Fall +├── Interact +├── Stunned +└── Death + ↓ + Corpse +``` + +После `Death` живой контроллер отключается и объект переходит в физическое состояние `Corpse`. + +--- + +# 4. Ключевая система — смерть + +Это центральная техническая система проекта. + +Каждый персонаж должен состоять из двух логических сущностей: + +```text +LivingCharacter +CorpseEntity +``` + +При смерти: + +```text +Damage received +→ определить DeathType +→ заблокировать управление +→ запустить death animation +→ создать/активировать физическое тело +→ перенести позицию/импульс +→ зарегистрировать тело в CorpseManager +→ через задержку породить нового персонажа +``` + +Новый персонаж появляется, **не уничтожая старое тело**. + +--- + +# 5. Типы смерти + +Система должна работать через универсальный интерфейс. + +Например: + +```csharp +public interface IKillSource +{ + DeathType DeathType { get; } + void Kill(Character character); +} +``` + +`DeathType`: + +```text +Spike +Saw +Crush +Fire +Electricity +Freeze +Pit +Projectile +Explosion +Generic +``` + +Каждый тип смерти может определять: + +- анимацию; +- звук; +- импульс; +- физическое состояние тела; +- возможность дальнейшего использования тела. + +--- + +# 6. Corpse System + +Главное требование: тело погибшего персонажа является полноценным элементом головоломки. + +У тела должны быть: + +```text +Position +Rotation +Velocity +Mass +Collider +CorpseType +DeathType +FrozenState +ConductiveState +BurningState +IsPinned +IsDestroyed +``` + +### Возможные состояния + +**Normal corpse** + +Обычный физический объект. + +**Pinned corpse** + +Прибит к поверхности ловушкой. + +**Frozen corpse** + +Превращается в твёрдый блок. + +**Electrified corpse** + +Может проводить электричество. + +**Burned corpse** + +Больше не активирует некоторые механизмы. + +**Crushed corpse** + +Меняет размеры коллайдера. + +Это позволит создавать комбинационные головоломки. + +--- + +# 7. Corpse Manager + +Отдельная глобальная система на уровне. + +Ответственность: + +```text +CorpseManager +├── RegisterCorpse() +├── RemoveCorpse() +├── FreezeCorpse() +├── DestroyCorpse() +├── GetCorpseCount() +├── ResetLevel() +└── SerializeState() +``` + +Необходимо заранее установить лимит одновременно существующих ragdoll/physics-объектов. + +Для Android важно не оставлять десятки тяжёлых физических объектов с постоянным расчётом. + +После полной остановки тело можно переводить: + +```text +Dynamic Rigidbody +→ Sleeping Rigidbody +→ Static-like optimized state +``` + +При внешнем воздействии оно снова активируется. + +--- + +# 8. Система спавна + +На каждом уровне находится `SpawnPoint`. + +Последовательность: + +```text +Knight dies +↓ +Death registered +↓ +0.2–0.8 sec feedback +↓ +Spawn animation +↓ +new character becomes controllable +``` + +Уровень **не перезагружается после смерти**. + +Полный restart происходит только: + +- по кнопке игрока; +- при softlock; +- при необратимо неправильном состоянии головоломки; +- после выбора Restart. + +--- + +# 9. Определение softlock + +Это важная система для такого жанра. + +Игрок может физически привести уровень в нерешаемое состояние. + +Поэтому UI должен всегда содержать: + +**Restart level.** + +Дополнительно можно создать систему: + +```text +PuzzleStateValidator +``` + +которая определяет очевидные невозможные состояния и предлагает: + +> Решение стало невозможным. Перезапустить уровень? + +Автоматический restart лучше не делать — игрок может использовать неожиданное решение. + +--- + +# 10. Базовые препятствия + +Первый набор: + +### Spikes + +Убивают персонажа. + +Тело остаётся лежать/висеть на шипах. + +Несколько тел постепенно создают безопасный проход. + +### Circular Saw + +Убивает или отбрасывает персонажа. + +Используется для перемещения тела в другую часть уровня. + +### Crusher + +Раздавливает объект между двумя поверхностями. + +Может создавать низкий объект, пригодный как платформа. + +### Fire + +Уничтожает живого персонажа. + +Может менять свойства тела. + +### Electricity + +Убивает живого персонажа. + +Через тело может активироваться электрическая цепь. + +### Ice + +Замораживает персонажа или тело. + +Frozen corpse становится стабильной платформой. + +### Pit + +Мгновенная смерть/потеря тела. + +Используется как отрицательное пространство. + +--- + +# 11. Кнопки и переключатели + +Нужны минимум три типа. + +### Pressure Plate + +Активна, пока на ней присутствует достаточная масса. + +Работают: + +- живой персонаж; +- тело; +- физический объект. + +### Toggle Switch + +При нажатии меняет состояние: + +```text +ON ↔ OFF +``` + +### Timed Switch + +После активации запускает таймер. + +Например: + +```text +Switch activated +→ Door opens +→ 4 seconds +→ Door closes +``` + +--- + +# 12. Двери и ворота + +Универсальный компонент: + +```text +DoorController +``` + +Состояния: + +```text +Closed +Opening +Open +Closing +Locked +``` + +Door должен получать сигналы через event-систему, а не иметь прямые ссылки на конкретную кнопку. + +Например: + +```text +PressurePlate + ↓ +PuzzleEventChannel + ↓ +DoorController +``` + +Так level designer сможет быстро собирать головоломки. + +--- + +# 13. Moving Platforms + +Платформы должны поддерживать: + +- циклическое движение; +- движение A→B; +- multiple waypoints; +- activation by switch; +- остановку; +- изменение направления; +- изменение скорости. + +Персонаж и тела должны корректно перемещаться вместе с платформой. + +--- + +# 14. Физические объекты + +Помимо тел: + +```text +Box +Rock +Ball +IceBlock +Counterweight +ExplosiveObject +``` + +Все должны реализовывать общий интерфейс массы/активации: + +```csharp +IWeightedObject +``` + +Это позволит pressure plate не знать, стоит на ней тело, ящик или персонаж. + +--- + +# 15. Система физики + +Ключевая цель — **предсказуемость**, а не реализм. + +Для puzzle-game одинаковое действие должно давать практически одинаковый результат. + +Нужно избегать чрезмерно свободного ragdoll. + +Лучше использовать: + +**гибридную модель.** + +При смерти: + +1. проигрывается контролируемая animation; +2. задаётся предсказуемый импульс; +3. тело переходит в ограниченную physics simulation; +4. после остановки фиксируется. + +Это значительно уменьшит случайные провалы головоломок. + +--- + +# 16. Управление Android + +Базовая схема: + +```text +[ ← ] [ → ] [ Jump ] +``` + +Вариант 2: + +```text +Virtual joystick Jump +``` + +Для такого жанра предпочтительнее отдельные кнопки направления — они точнее. + +Дополнительные элементы: + +```text +Restart +Pause +``` + +Не следует размещать больше 4–5 интерактивных зон на основном HUD. + +--- + +# 17. Требования к мобильному управлению + +Обязательно: + +- multitouch; +- возможность держать направление и одновременно прыгать; +- регулируемый размер кнопок; +- configurable opacity; +- вибрационная обратная связь; +- dead zone; +- защита от случайных повторных прыжков. + +Добавить: + +```text +InputBuffer = ~100–150 ms +CoyoteTime = ~80–150 ms +``` + +Значения должны быть вынесены в конфиг, а не захардкожены. + +--- + +# 18. Камера + +Основной тип: + +**side-view tracking camera.** + +Функции: + +```text +Follow character +Look ahead +Vertical damping +Camera bounds +Room transitions +Camera shake +Focus target +``` + +Камера не должна напрямую повторять каждый пиксель движения персонажа. + +Добавить look-ahead: + +```text +character runs right +→ camera shifts slightly right +``` + +чтобы игрок видел будущую часть уровня. + +--- + +# 19. Устройство уровня + +Каждый уровень содержит: + +```text +LevelRoot +├── SpawnPoint +├── Goal +├── StaticGeometry +├── Hazards +├── PuzzleObjects +├── MovingPlatforms +├── Triggers +├── CameraBounds +├── Decorations +└── LevelController +``` + +--- + +# 20. Level Controller + +Хранит: + +```text +LevelID +WorldID +TargetDeaths +TargetTime +Collectible +SpawnPosition +CurrentDeaths +CurrentTime +PuzzleState +CompletionState +``` + +Отвечает за: + +```text +Start +Restart +Complete +Pause +Checkpoint +Statistics +``` + +--- + +# 21. Завершение уровня + +Игрок должен добраться до финального объекта. + +Например: + +```text +Goal / Artifact / Portal / Crown / Relic +``` + +После контакта: + +```text +Character reaches Goal +↓ +disable controls +↓ +completion animation +↓ +calculate result +↓ +save progress +↓ +result screen +``` + +--- + +# 22. Дополнительные цели + +Для replayability на каждом уровне можно использовать три испытания. + +Например: + +**Casualty target** + +```text +Complete with ≤ 5 deaths +``` + +**Time target** + +```text +Complete in ≤ 45 sec +``` + +**Optional collectible** + +Найти скрытый объект. + +Результат: + +```text +✓ Level complete +★ Low casualties +★ Fast completion +★ Collectible +``` + +Главное — количество смертей не должно восприниматься как «очки здоровья». Это показатель эффективности решения. + +--- + +# 23. Прогрессия механик + +Не вводить несколько новых элементов одновременно. + +Пример: + +### World 1 — Foundations + +1. movement; +2. jump; +3. death; +4. corpse platform; +5. spikes; +6. pressure plate; +7. doors; +8. moving platforms. + +### World 2 — Physics + +Вводятся: + +- saw; +- pushable objects; +- launch mechanics; +- crusher; +- moving hazards. + +### World 3 — States + +Вводятся: + +- ice; +- electricity; +- timed mechanisms; +- corpse state transformations. + +### World 4 — Mastery + +Комбинируются: + +```text +body positioning ++ timing ++ electricity ++ ice ++ moving platforms ++ multiple switches +``` + +Новые механики почти не вводятся — проверяется владение уже изученными. + +--- + +# 24. Формула дизайна уровня + +Для каждого уровня дизайнер сначала пишет **solution graph**. + +Например: + +```text +Goal inaccessible +↓ +Door must open +↓ +Pressure Plate must remain active +↓ +Character cannot stay on plate +↓ +Need corpse on plate +↓ +Need to die while positioned above plate +↓ +Use saw to launch corpse +↓ +Door opens +↓ +Next character reaches goal +``` + +Только после этого строится геометрия. + +Так команда избегает уровней, представляющих собой просто набор случайных ловушек. + +--- + +# 25. Design Bible для головоломок + +Для каждого интерактивного объекта создать таблицу: + +| Объект | Убивает | Двигает тело | Меняет тело | Активирует механизм | +|---|---:|---:|---:|---:| +| Spike | Да | Нет | Иногда | Нет | +| Saw | Да | Да | Нет | Нет | +| Ice | Возможно | Нет | Да | Нет | +| Electricity | Да | Нет | Да | Да | +| Pressure plate | Нет | Нет | Нет | Да | + +Затем level designer проектирует комбинации механик. + +--- + +# 26. Художественное направление + +Не копировать оригинальную визуальную идентичность. + +Рекомендуемая формула: + +**stylized medieval / fantasy slapstick.** + +Визуально смерть должна быть смешной, а не жестокой. + +Избегать: + +- реалистичной крови; +- расчленения; +- натуралистичных повреждений. + +Использовать: + +- exaggerated animation; +- squash & stretch; +- particles; +- комические звуки; +- лёгкую физику; +- визуальные реакции персонажа. + +Это также существенно облегчает возрастное позиционирование мобильной игры. + +--- + +# 27. Персонажи + +Создать модульную систему: + +```text +Character +├── Body +├── Helmet +├── Face +├── Weapon +├── Cape +└── Accessory +``` + +Каждый новый персонаж может получать случайную комбинацию. + +Например: + +```text +Name = random +Helmet = random +Cape = random +Accessory = random +``` + +Так очередная жертва визуально ощущается новым персонажем без необходимости создавать сотни моделей. + +--- + +# 28. Анимации + +Минимальный набор: + +```text +Idle +Run +JumpStart +JumpLoop +Fall +Land +Turn +Fear +Celebrate +Spawn +DeathGeneric +DeathSpike +DeathElectric +DeathFire +Freeze +Crush +GoalInteraction +``` + +--- + +# 29. Sound Design + +Отдельные категории: + +```text +Movement +Environment +Puzzle mechanisms +Deaths +UI +Music +Voice reactions +``` + +Смерти требуют нескольких вариантов каждого звука, иначе повторение станет раздражать. + +Например: + +```text +DeathVoice_01 +DeathVoice_02 +... +DeathVoice_12 +``` + +Выбор должен исключать немедленное повторение предыдущего клипа. + +--- + +# 30. Музыка + +Не нужна отдельная композиция на каждый уровень. + +Оптимально: + +```text +World 1 track +World 2 track +World 3 track +World 4 track +Finale +Menu +``` + +Каждый игровой трек должен иметь длинный ненавязчивый loop. + +--- + +# 31. UI + +Основные экраны: + +```text +Splash +Main Menu +World Select +Level Select +Gameplay +Pause +Level Complete +Settings +Statistics +Credits +``` + +Gameplay HUD: + +```text +Deaths: 4 +Timer: 00:42 +Restart +Pause +``` + +Не перегружать HUD дополнительными кнопками. + +--- + +# 32. Главное меню + +```text +Continue +Play +Settings +Achievements +Credits +``` + +После первого запуска `Continue` скрывается. + +--- + +# 33. Level Select + +Представление: + +```text +World + ├─ 01 ★★★ + ├─ 02 ★★☆ + ├─ 03 ★★★ + └─ 04 🔒 +``` + +Игрок сразу видит: + +- завершён ли уровень; +- выполнены ли challenges; +- найден ли collectible. + +--- + +# 34. Save System + +Хранить: + +```json +{ + "saveVersion": 1, + "currentWorld": 2, + "levels": { + "1_01": { + "completed": true, + "bestDeaths": 3, + "bestTimeMs": 34100, + "collectible": true + } + } +} +``` + +Обязательно добавить `saveVersion`, чтобы будущие обновления могли выполнять миграцию сохранений. + +--- + +# 35. Архитектура проекта + +Для Unity-подобной архитектуры: + +```text +Assets/ +├── Art/ +├── Audio/ +├── Animations/ +├── Materials/ +├── Prefabs/ +│ ├── Characters/ +│ ├── Hazards/ +│ ├── Puzzle/ +│ └── UI/ +├── Scenes/ +│ ├── Boot +│ ├── MainMenu +│ └── Levels/ +├── Scripts/ +│ ├── Core/ +│ ├── Character/ +│ ├── Physics/ +│ ├── Puzzle/ +│ ├── Level/ +│ ├── UI/ +│ ├── Audio/ +│ └── Save/ +└── Data/ +``` + +--- + +# 36. Основные программные модули + +```text +GameManager +LevelManager +CharacterController +CharacterSpawner +DeathSystem +CorpseManager +PuzzleSystem +CameraController +InputManager +AudioManager +SaveManager +UIManager +SceneLoader +AnalyticsManager +``` + +Не превращать `GameManager` в класс, управляющий всем проектом. + +Каждая система должна отвечать только за собственную область. + +--- + +# 37. Event Architecture + +Системы связывать событиями: + +```text +CharacterDied +CharacterSpawned +CorpseCreated +SwitchActivated +DoorOpened +LevelRestarted +LevelCompleted +CollectibleFound +``` + +Например: + +```text +DeathSystem +→ CharacterDied +→ CorpseManager +→ HUD +→ Audio +→ Analytics +``` + +Это намного удобнее, чем жёсткие зависимости между компонентами. + +--- + +# 38. Data-driven mechanics + +Параметры опасностей должны находиться в данных. + +Например: + +```text +SpikeConfig +damageType +corpseImpulse +animation +audio +canPinCorpse +``` + +Level designer должен иметь возможность настраивать объект через Inspector без изменения кода. + +--- + +# 39. Level Editor Tools + +Это одна из самых окупаемых частей проекта. + +Разработать редакторские инструменты: + +**Hazard Palette** + +Перетаскивание ловушек. + +**Snap Tool** + +Привязка к сетке. + +**Level Validator** + +Проверяет: + +- наличие spawn; +- наличие goal; +- отсутствие duplicate ID; +- camera bounds; +- отсутствующие references. + +**Quick Play** + +Запуск текущего уровня одной кнопкой. + +**Puzzle Debugger** + +Показывает: + +```text +switch states +door states +trigger bounds +corpse colliders +physics velocity +``` + +--- + +# 40. Restart Architecture + +Restart должен занимать минимум времени. + +Не рекомендуется каждый раз полностью перезагружать приложение/главную сцену. + +Использовать: + +```text +Level initial snapshot +↓ +restart +↓ +destroy runtime entities +↓ +restore puzzle states +↓ +spawn character +``` + +Или быструю асинхронную перезагрузку только level scene. + +Целевое UX-требование: игрок нажимает Restart и практически сразу снова управляет персонажем. + +--- + +# 41. Производительность Android + +Цель: + +**60 FPS на средних устройствах**, с возможностью режима 30 FPS для слабых. + +Контролировать: + +```text +Draw calls +Physics bodies +Particles +Dynamic lights +Transparent materials +Overdraw +Audio voices +Garbage allocations +``` + +Особенно внимательно — физика тел. + +--- + +# 42. Object Pooling + +Пули, частицы, эффекты смерти и некоторые персонажи не должны постоянно создаваться через Instantiate/Destroy. + +Создать: + +```text +ObjectPool +``` + +Pools: + +```text +DeathFX +DustFX +ImpactFX +AudioSource +Projectile +Character visual +``` + +--- + +# 43. Physics Optimization + +Отдельный budget на уровень: + +```text +Active dynamic bodies +Sleeping bodies +Joint count +Collision pairs +Raycasts/frame +``` + +Тела вне камеры можно переводить в упрощённое состояние, если они не участвуют в активной головоломке. + +--- + +# 44. Графические профили + +### Low + +- reduced particles; +- no dynamic shadows; +- simplified post-processing; +- reduced physics visual effects. + +### Medium + +Стандарт. + +### High + +- shadows; +- additional particles; +- enhanced effects. + +--- + +# 45. Разрешения экранов + +UI тестировать минимум на: + +```text +16:9 +18:9 +19.5:9 +20:9 +tablet ratios +``` + +Игровая область не должна зависеть от конкретной ширины экрана. + +Использовать safe areas. + +--- + +# 46. Android lifecycle + +Обязательно обработать: + +```text +application pause +incoming call +screen lock +app background +app resume +low memory +``` + +При уходе приложения в background игра автоматически ставится на паузу. + +--- + +# 47. Analytics + +Если аналитика используется, нужны события: + +```text +level_start +level_restart +character_death +death_type +level_complete +level_abandon +challenge_complete +session_start +session_end +``` + +Особенно полезно: + +```text +level_id +death_position +death_type +restart_count +completion_time +``` + +По этим данным можно построить heatmap мест, где игроки застревают. + +--- + +# 48. QA для головоломок + +Каждый уровень тестируется минимум по пяти направлениям. + +**Expected solution** + +Работает ли основное решение? + +**Alternative solution** + +Допустимы ли неожиданные решения? + +**Sequence break** + +Можно ли пропустить половину уровня? + +**Softlock** + +Можно ли необратимо застрять? + +**Physics instability** + +Может ли одинаковое действие случайно привести к разным результатам? + +--- + +# 49. Mobile QA matrix + +Проверять: + +- разные GPU; +- различные Android versions; +- 2–4 GB RAM; +- 60/90/120 Hz дисплеи; +- различные aspect ratios; +- thermal throttling; +- background/resume; +- low battery mode; +- прерывания звонком; +- Bluetooth controllers. + +--- + +# 50. Unit tests + +Автоматизировать минимум: + +```text +Save serialization +Level unlock logic +Challenge calculation +Death counter +Timer +Puzzle signal propagation +Settings persistence +``` + +--- + +# 51. Integration tests + +Например: + +```text +Spawn +→ death +→ corpse created +→ new character spawned +``` + +И: + +```text +Corpse enters pressure plate +→ switch activated +→ door opened +``` + +--- + +# 52. Content production pipeline + +Каждый уровень проходит стадии: + +```text +Concept +↓ +Puzzle diagram +↓ +Greybox +↓ +Internal playtest +↓ +Iteration +↓ +Art pass +↓ +Audio pass +↓ +Optimization +↓ +QA +↓ +Final +``` + +Никогда не выполнять art pass до того, как puzzle стабильно работает в greybox. + +--- + +# 53. Vertical Slice + +Первый серьёзный milestone должен содержать: + +**8–10 уровней.** + +В них продемонстрировать: + +- movement; +- jump; +- death; +- respawn; +- persistent corpse; +- spikes; +- buttons; +- doors; +- saw; +- moving platform; +- один state-changing mechanic; +- mobile UI; +- sound; +- save system. + +После прохождения этих уровней должно быть понятно, работает ли весь проект. + +--- + +# 54. Этап 1 — Prototype + +Команда: + +```text +1 gameplay programmer +1 game designer +``` + +Создать только: + +```text +character controller +death +corpse +respawn +spikes +pressure plate +door +goal +restart +``` + +Без финальной графики. + +**Exit criteria:** дизайнер способен создать минимум пять разных головоломок только из этих элементов. + +--- + +# 55. Этап 2 — Vertical Slice + +Добавляются: + +```text +final art direction +Android controls +camera +audio +UI +save system +5–6 mechanics +8–10 polished levels +``` + +**Exit criteria:** игру можно дать внешнему тестировщику без объяснений. + +--- + +# 56. Этап 3 — Production + +Параллельные потоки: + +```text +Gameplay programming +Level design +Environment art +Character art +Animation +Audio +UI +QA +``` + +Главная производственная задача — выпуск уровней. + +Разработчики механик должны максимально быстро перейти в режим поддержки дизайнеров. + +--- + +# 57. Этап 4 — Alpha + +Alpha означает: + +**вся игра проходима от первого меню до финала.** + +Допускаются: + +- placeholder audio; +- недоработанные эффекты; +- баги; +- временные элементы интерфейса. + +Но весь контент уже существует. + +--- + +# 58. Этап 5 — Beta + +На Beta: + +- feature freeze; +- новые механики больше не добавляются; +- уровни зафиксированы; +- исправляются баги; +- оптимизируется Android; +- корректируется сложность; +- производится localization QA. + +--- + +# 59. Этап 6 — Release Candidate + +Требования: + +```text +0 blocker bugs +0 critical progression bugs +all levels completable +save migration tested +cold launch tested +background/resume tested +store build signed +analytics verified +crash reporting verified +``` + +--- + +# 60. Состав команды + +Для полноценного коммерческого производства: + +```text +1 Producer +1 Lead/Game Designer +1–2 Level Designers +2 Gameplay Programmers +1 Technical Artist +1 Environment Artist +1 Character/Prop Artist +1 Animator +1 UI/UX Designer +1 Sound Designer — part-time/outsource +1–2 QA +``` + +Некоторые позиции могут совмещаться. + +Минимальная indie-команда: + +```text +2 programmers +1 designer +1 artist/animator +1 QA/content designer +``` + +плюс outsource на музыку и звук. + +--- + +# 61. Распределение ответственности + +**Lead programmer** + +Архитектура, physics, build pipeline. + +**Gameplay programmer** + +Character, hazards, puzzle objects. + +**Designer** + +Ruleset, progression, challenge targets. + +**Level designer** + +Greybox → playtest → iteration. + +**Artist** + +Environment, characters, props. + +**Animator** + +Movement/death reactions. + +**QA** + +Regression и physics edge cases. + +--- + +# 62. Backlog Epic-структура + +В Jira/Linear/YouTrack проект можно сразу разбить на: + +```text +EPIC-01 Character +EPIC-02 Death & Corpse +EPIC-03 Physics +EPIC-04 Hazards +EPIC-05 Puzzle Objects +EPIC-06 Camera +EPIC-07 Levels +EPIC-08 UI/UX +EPIC-09 Save/Progression +EPIC-10 Audio +EPIC-11 Art +EPIC-12 Android +EPIC-13 Optimization +EPIC-14 Analytics +EPIC-15 QA +EPIC-16 Release +``` + +--- + +# 63. Definition of Done для механики + +Любой новый gameplay object считается готовым только если: + +```text +✓ работает +✓ работает после restart +✓ взаимодействует с corpse +✓ корректно сохраняет/сбрасывает state +✓ имеет sound feedback +✓ имеет visual feedback +✓ не создаёт GC spikes +✓ работает на Android +✓ имеет prefab +✓ задокументирован +✓ проверен QA +``` + +--- + +# 64. Definition of Done для уровня + +```text +✓ существует проверенное решение +✓ нет blocker softlocks +✓ challenge targets настроены +✓ restart корректен +✓ camera bounds настроены +✓ collectible работает +✓ sound pass выполнен +✓ art pass выполнен +✓ optimization выполнен +✓ QA regression выполнен +✓ level ID зарегистрирован +``` + +--- + +# 65. Главные технические риски + +**Риск №1 — нестабильная физика.** + +Решение: ограниченная и предсказуемая physics model. + +**Риск №2 — управление на touch.** + +Решение: большой input buffer, coyote time и раннее тестирование на телефонах. + +**Риск №3 — слишком длинные головоломки.** + +Решение: маленькие puzzle rooms и быстрый restart. + +**Риск №4 — однообразие.** + +Решение: механики, изменяющие свойства тел, а не просто новые разновидности шипов. + +**Риск №5 — performance degradation из-за трупов.** + +Решение: sleep/freeze physics и строгий object budget. + +**Риск №6 — производство 60+ качественных уровней.** + +Решение: editor tooling должен быть готов до начала массового level production. + +--- + +# 66. Главный принцип дизайна + +Каждый хороший уровень должен отвечать на вопрос: + +> **«Каким новым способом игрок использует смерть персонажа в этой головоломке?»** + +Если единственный ответ — «надо снова положить тело на кнопку», уровень не добавляет ценности. + +Лучшие комбинации строятся примерно так: + +```text +смерть +→ положение тела +→ изменение состояния тела +→ взаимодействие тела с механизмом +→ изменение пространства +→ следующий персонаж +``` + +Например: + +```text +персонаж погибает +→ тело падает на платформу +→ платформа перемещает его +→ тело замораживается +→ становится ступенью +→ следующий персонаж забирается выше +→ активирует механизм +→ третий персонаж достигает цели +``` + +Это и должно стать ядром всей системы уровней. + +--- + +# 67. Что команда должна получить до начала production + +До масштабной разработки я бы зафиксировал **пакет из 8 документов/артефактов**: + +1. **GDD** — правила игры и полный каталог механик. +2. **TDD** — архитектура, классы, события, physics model. +3. **Level Design Bible** — правила построения головоломок. +4. **Art Bible** — визуальный язык и требования к ассетам. +5. **UX specification** — Android controls, меню и HUD. +6. **Content Matrix** — все миры, уровни и вводимые механики. +7. **Technical backlog** — Epics → Stories → Tasks. +8. **Acceptance/QA matrix** — критерии готовности каждой системы и уровня. + +И только после утверждения vertical slice переходить к производству десятков уровней. + +**Критически важная развилка:** если задача действительно состоит в официальном Android-порте *Life Goes On: Done to Death* и у вашей команды есть разрешение правообладателя, этот план следует дополнить отдельной **матрицей 1:1 соответствия оригиналу**: каждый уровень, интерактивный объект, физическое поведение, анимация, звук, меню и challenge оригинальной версии → соответствующий Android-компонент. Без лицензии такую 1:1 спецификацию лучше не использовать; безопаснее оставить идентичной игровую идею, а конкретный контент проектировать заново. diff --git a/gradle.properties b/gradle.properties new file mode 100644 index 0000000..2e11322 --- /dev/null +++ b/gradle.properties @@ -0,0 +1,3 @@ +org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8 +android.useAndroidX=true +android.nonTransitiveRClass=true diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar new file mode 100644 index 0000000..033e24c Binary files /dev/null and b/gradle/wrapper/gradle-wrapper.jar differ diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties new file mode 100644 index 0000000..9f4197d --- /dev/null +++ b/gradle/wrapper/gradle-wrapper.properties @@ -0,0 +1,7 @@ +distributionBase=GRADLE_USER_HOME +distributionPath=wrapper/dists +distributionUrl=https\://services.gradle.org/distributions/gradle-8.2.1-bin.zip +networkTimeout=10000 +validateDistributionUrl=true +zipStoreBase=GRADLE_USER_HOME +zipStorePath=wrapper/dists diff --git a/gradlew b/gradlew new file mode 100755 index 0000000..fcb6fca --- /dev/null +++ b/gradlew @@ -0,0 +1,248 @@ +#!/bin/sh + +# +# Copyright © 2015-2021 the original authors. +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# https://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. +# + +############################################################################## +# +# Gradle start up script for POSIX generated by Gradle. +# +# Important for running: +# +# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is +# noncompliant, but you have some other compliant shell such as ksh or +# bash, then to run this script, type that shell name before the whole +# command line, like: +# +# ksh Gradle +# +# Busybox and similar reduced shells will NOT work, because this script +# requires all of these POSIX shell features: +# * functions; +# * expansions «$var», «${var}», «${var:-default}», «${var+SET}», +# «${var#prefix}», «${var%suffix}», and «$( cmd )»; +# * compound commands having a testable exit status, especially «case»; +# * various built-in commands including «command», «set», and «ulimit». +# +# Important for patching: +# +# (2) This script targets any POSIX shell, so it avoids extensions provided +# by Bash, Ksh, etc; in particular arrays are avoided. +# +# The "traditional" practice of packing multiple parameters into a +# space-separated string is a well documented source of bugs and security +# problems, so this is (mostly) avoided, by progressively accumulating +# options in "$@", and eventually passing that to Java. +# +# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS, +# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly; +# see the in-line comments for details. +# +# There are tweaks for specific operating systems such as AIX, CygWin, +# Darwin, MinGW, and NonStop. +# +# (3) This script is generated from the Groovy template +# https://github.com/gradle/gradle/blob/HEAD/subprojects/plugins/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt +# within the Gradle project. +# +# You can find Gradle at https://github.com/gradle/gradle/. +# +############################################################################## + +# Attempt to set APP_HOME + +# Resolve links: $0 may be a link +app_path=$0 + +# Need this for daisy-chained symlinks. +while + APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path + [ -h "$app_path" ] +do + ls=$( ls -ld "$app_path" ) + link=${ls#*' -> '} + case $link in #( + /*) app_path=$link ;; #( + *) app_path=$APP_HOME$link ;; + esac +done + +# This is normally unused +# shellcheck disable=SC2034 +APP_BASE_NAME=${0##*/} +APP_HOME=$( cd "${APP_HOME:-./}" && pwd -P ) || exit + +# Use the maximum available, or set MAX_FD != -1 to use that value. +MAX_FD=maximum + +warn () { + echo "$*" +} >&2 + +die () { + echo + echo "$*" + echo + exit 1 +} >&2 + +# OS specific support (must be 'true' or 'false'). +cygwin=false +msys=false +darwin=false +nonstop=false +case "$( uname )" in #( + CYGWIN* ) cygwin=true ;; #( + Darwin* ) darwin=true ;; #( + MSYS* | MINGW* ) msys=true ;; #( + NONSTOP* ) nonstop=true ;; +esac + +CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar + + +# Determine the Java command to use to start the JVM. +if [ -n "$JAVA_HOME" ] ; then + if [ -x "$JAVA_HOME/jre/sh/java" ] ; then + # IBM's JDK on AIX uses strange locations for the executables + JAVACMD=$JAVA_HOME/jre/sh/java + else + JAVACMD=$JAVA_HOME/bin/java + fi + if [ ! -x "$JAVACMD" ] ; then + die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." + fi +else + JAVACMD=java + if ! command -v java >/dev/null 2>&1 + then + die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. + +Please set the JAVA_HOME variable in your environment to match the +location of your Java installation." + fi +fi + +# Increase the maximum file descriptors if we can. +if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then + case $MAX_FD in #( + max*) + # In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked. + # shellcheck disable=SC3045 + MAX_FD=$( ulimit -H -n ) || + warn "Could not query maximum file descriptor limit" + esac + case $MAX_FD in #( + '' | soft) :;; #( + *) + # In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked. + # shellcheck disable=SC3045 + ulimit -n "$MAX_FD" || + warn "Could not set maximum file descriptor limit to $MAX_FD" + esac +fi + +# Collect all arguments for the java command, stacking in reverse order: +# * args from the command line +# * the main class name +# * -classpath +# * -D...appname settings +# * --module-path (only if needed) +# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables. + +# For Cygwin or MSYS, switch paths to Windows format before running java +if "$cygwin" || "$msys" ; then + APP_HOME=$( cygpath --path --mixed "$APP_HOME" ) + CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" ) + + JAVACMD=$( cygpath --unix "$JAVACMD" ) + + # Now convert the arguments - kludge to limit ourselves to /bin/sh + for arg do + if + case $arg in #( + -*) false ;; # don't mess with options #( + /?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath + [ -e "$t" ] ;; #( + *) false ;; + esac + then + arg=$( cygpath --path --ignore --mixed "$arg" ) + fi + # Roll the args list around exactly as many times as the number of + # args, so each arg winds up back in the position where it started, but + # possibly modified. + # + # NB: a `for` loop captures its iteration list before it begins, so + # changing the positional parameters here affects neither the number of + # iterations, nor the values presented in `arg`. + shift # remove old arg + set -- "$@" "$arg" # push replacement arg + done +fi + + +# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"' + +# Collect all arguments for the java command; +# * $DEFAULT_JVM_OPTS, $JAVA_OPTS, and $GRADLE_OPTS can contain fragments of +# shell script including quotes and variable substitutions, so put them in +# double quotes to make sure that they get re-expanded; and +# * put everything else in single quotes, so that it's not re-expanded. + +set -- \ + "-Dorg.gradle.appname=$APP_BASE_NAME" \ + -classpath "$CLASSPATH" \ + org.gradle.wrapper.GradleWrapperMain \ + "$@" + +# Stop when "xargs" is not available. +if ! command -v xargs >/dev/null 2>&1 +then + die "xargs is not available" +fi + +# Use "xargs" to parse quoted args. +# +# With -n1 it outputs one arg per line, with the quotes and backslashes removed. +# +# In Bash we could simply go: +# +# readarray ARGS < <( xargs -n1 <<<"$var" ) && +# set -- "${ARGS[@]}" "$@" +# +# but POSIX shell has neither arrays nor command substitution, so instead we +# post-process each arg (as a line of input to sed) to backslash-escape any +# character that might be a shell metacharacter, then use eval to reverse +# that process (while maintaining the separation between arguments), and wrap +# the whole thing up as a single "set" statement. +# +# This will of course break if any of these variables contains a newline or +# an unmatched quote. +# + +eval "set -- $( + printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" | + xargs -n1 | + sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' | + tr '\n' ' ' + )" '"$@"' + +exec "$JAVACMD" "$@" diff --git a/gradlew.bat b/gradlew.bat new file mode 100644 index 0000000..6689b85 --- /dev/null +++ b/gradlew.bat @@ -0,0 +1,92 @@ +@rem +@rem Copyright 2015 the original author or authors. +@rem +@rem Licensed under the Apache License, Version 2.0 (the "License"); +@rem you may not use this file except in compliance with the License. +@rem You may obtain a copy of the License at +@rem +@rem https://www.apache.org/licenses/LICENSE-2.0 +@rem +@rem Unless required by applicable law or agreed to in writing, software +@rem distributed under the License is distributed on an "AS IS" BASIS, +@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +@rem See the License for the specific language governing permissions and +@rem limitations under the License. +@rem + +@if "%DEBUG%"=="" @echo off +@rem ########################################################################## +@rem +@rem Gradle startup script for Windows +@rem +@rem ########################################################################## + +@rem Set local scope for the variables with windows NT shell +if "%OS%"=="Windows_NT" setlocal + +set DIRNAME=%~dp0 +if "%DIRNAME%"=="" set DIRNAME=. +@rem This is normally unused +set APP_BASE_NAME=%~n0 +set APP_HOME=%DIRNAME% + +@rem Resolve any "." and ".." in APP_HOME to make it shorter. +for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi + +@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. +set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m" + +@rem Find java.exe +if defined JAVA_HOME goto findJavaFromJavaHome + +set JAVA_EXE=java.exe +%JAVA_EXE% -version >NUL 2>&1 +if %ERRORLEVEL% equ 0 goto execute + +echo. +echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:findJavaFromJavaHome +set JAVA_HOME=%JAVA_HOME:"=% +set JAVA_EXE=%JAVA_HOME%/bin/java.exe + +if exist "%JAVA_EXE%" goto execute + +echo. +echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% +echo. +echo Please set the JAVA_HOME variable in your environment to match the +echo location of your Java installation. + +goto fail + +:execute +@rem Setup the command line + +set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar + + +@rem Execute Gradle +"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %* + +:end +@rem End local scope for the variables with windows NT shell +if %ERRORLEVEL% equ 0 goto mainEnd + +:fail +rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of +rem the _cmd.exe /c_ return code! +set EXIT_CODE=%ERRORLEVEL% +if %EXIT_CODE% equ 0 set EXIT_CODE=1 +if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE% +exit /b %EXIT_CODE% + +:mainEnd +if "%OS%"=="Windows_NT" endlocal + +:omega diff --git a/settings.gradle b/settings.gradle new file mode 100644 index 0000000..ea7302b --- /dev/null +++ b/settings.gradle @@ -0,0 +1,18 @@ +pluginManagement { + repositories { + google() + mavenCentral() + gradlePluginPortal() + } +} + +dependencyResolutionManagement { + repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS) + repositories { + google() + mavenCentral() + } +} + +rootProject.name = "ProjectSacrifice" +include ':app'