# Chart Layer Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Add a thin, testable Chart Layer that turns beat-indexed battle data into upcoming and triggered chart events for UI, enemies, hazards, and future boss patterns. **Architecture:** Keep `RhythmManager` as the only music clock and rhythm judgement service. Add chart resources plus a scene-owned `ChartRunner` that reads `RhythmManager.song_position()`, emits chart events once, and mirrors those events through `EventBus` for UI/world listeners. Do not make `ChartRunner` an autoload; a chart belongs to a song, room, or encounter, not to the whole app. **Tech Stack:** Godot 4.6, GDScript, Resource `.tres` data model, existing `EventBus`, existing `RhythmManager`, existing headless Godot test scripts. --- ## Current Project Reading The project already has a good player-side rhythm action foundation: - `RhythmManager` is an autoload clock and judgement provider: `autoload/rhythm_manager.gd`. - `EventBus` broadcasts rhythm, judgement, skill, projectile, damage, player resource, and combo UI events: `autoload/event_bus.gd`. - `InputComponent` creates timestamped `InputIntent` objects: `scenes/components/input_component.gd`. - `ActionController` owns intent judgement, combo recording, action phase timing, pending intent replacement, and startup/active/recovery flow: `scenes/components/action_controller.gd`. - `ComboWindow` keeps explicit inputs and explicit `Ø` Miss placeholders; it does not auto-fill empty beats: `scenes/components/combo_window.gd`. - `ActionData` resources and `ActionResolver` already make player actions data-driven: `resources/action_data.gd`, `resources/actions/*.tres`, `scenes/combat/action_resolver.gd`. - `RhythmTrack` currently reacts to `beat_ticked` and `action_judged`, but it has no knowledge of future chart events: `scenes/ui/rhythm_track.gd`. - `ActorsContainer` currently manages spawned projectiles only; there is not yet a real enemy container or enemy behavior layer: `scenes/stage/actors_container.gd`. The Chart Layer should therefore avoid touching the player input/action pipeline. It should add a parallel world-timeline pipeline. ## The Actual Problem Chart Layer Solves Right now the project has a clock, but not a battle timeline. Current flow: ```text RhythmManager -> beat_ticked(beat_index) -> UI / BurstComponent / future enemies listen directly ``` This works while the game is only a player combo sandbox. It becomes fragile when enemies, hazards, boss patterns, camera hits, accents, and tutorial prompts need to happen on specific beats. Without Chart Layer, each future system will likely write its own beat math: ```gdscript func _on_beat_ticked(beat_index: int) -> void: if beat_index % 4 == 2: show_warning() elif beat_index % 4 == 3: attack() ``` That creates four problems: 1. **Battle timing is scattered.** Enemy scripts, UI scripts, stage scripts, and boss scripts all become tiny schedule owners. 2. **UI cannot reliably preview future danger.** A `beat_ticked` signal tells listeners what just happened, not what will happen one beat from now. 3. **Warning and attack can drift apart.** If UI and enemy each compute their own beat offsets, one can show a warning while another opens hitboxes on a different beat. 4. **Encounter tuning becomes code editing.** Changing "attack at beat 16" to "warning at 15.5, attack at 16, recover at 17" should be data work, not enemy-script surgery. Chart Layer centralizes that schedule. New flow: ```text RhythmManager.song_position() -> ChartRunner.update_for_song_time(song_time) -> BeatChart / ChartTrack / ChartEvent -> chart_event_upcoming(event, time_to_event) -> chart_event_triggered(event) -> EventBus mirrors both signals -> RhythmTrack / EnemyBeatPlanner / Hazard / Camera listen ``` Player input remains independent: ```text InputIntent -> RhythmManager.judge(timestamp) -> ActionController -> ComboWindow -> ActionResolver -> ActionExecutor ``` Chart Layer must not force the player to press a specific key on a specific beat. ## Scope for This Plan This plan implements the smallest useful Chart Layer: - Data resources: - `ChartEvent` - `ChartTrack` - `BeatChart` - Runtime node: - `ChartRunner` - Event bus signals: - `chart_event_upcoming` - `chart_event_triggered` - `chart_reset` - Main scene integration: - A `ChartRunner` child under `Main` - UI integration: - `RhythmTrack` listens to upcoming/triggered chart events and can render simple future markers. - Tests: - Resource loading - event ordering - upcoming events fire once - triggered events fire once - EventBus mirrors runner events - existing player rhythm/action tests still pass This plan intentionally does not implement a full enemy AI system. It creates event hooks that a future `EnemyBeatPlanner` can consume. ## Event Model First version event types: ```text show_accent_marker enemy_prepare_attack enemy_attack_active enemy_recovery camera_pulse ``` Event payload examples: ```gdscript { "lane": "enemy", "color": "ff3355", "label": "ATK" } ``` ```gdscript { "shake": 0.35, "duration_beats": 0.25 } ``` Recommended first test chart: ```text beat 4 show_accent_marker beat 6 enemy_prepare_attack target_id=test_enemy lead_beats=1 beat 7 enemy_attack_active target_id=test_enemy lead_beats=1 beat 8 enemy_recovery target_id=test_enemy lead_beats=0.5 beat 12 camera_pulse beat 16 show_accent_marker ``` --- ## File Structure Create: - `resources/chart_event.gd` One scheduled event on a beat or subdivision. - `resources/chart_track.gd` A named collection of related events, such as `accent`, `enemy`, `camera`, or `hazard`. - `resources/beat_chart.gd` A chart resource that owns tracks and exposes all events in sorted order. - `scenes/chart/chart_runner.gd` Scene-owned runner that reads the current song time and emits upcoming/triggered events. - `tests/test_chart_layer.gd` Headless test for resources, runner timing, and EventBus mirroring. Modify: - `autoload/event_bus.gd` Add chart signals. - `scenes/main/main.tscn` Add a `ChartRunner` node as a sibling of `Stage` and `UI`. - `scenes/ui/rhythm_track.gd` Listen to chart events and maintain simple future markers. - `scenes/ui/rhythm_track.tscn` Add a `ChartMarkerContainer` node under `RhythmTrack`. - `tests/test_rhythm_action_architecture.gd` Add architecture assertions that the chart resource scripts and runner load. Optional runtime data after the scripts compile: - `resources/charts/test_song_chart.tres` --- ## Task 1: Add Failing Chart Layer Architecture Test **Files:** - Create: `tests/test_chart_layer.gd` - Modify: `tests/test_rhythm_action_architecture.gd` - [ ] **Step 1: Create the focused chart test** Create `tests/test_chart_layer.gd`: ```gdscript extends SceneTree var failures: Array[String] = [] func _init() -> void: _run.call_deferred() func _run() -> void: await process_frame _check_resources_load() await _check_runner_upcoming_and_triggered_once() await _check_event_bus_mirroring() _finish() func _check_resources_load() -> void: _expect(load("res://resources/chart_event.gd") != null, "ChartEvent script should load") _expect(load("res://resources/chart_track.gd") != null, "ChartTrack script should load") _expect(load("res://resources/beat_chart.gd") != null, "BeatChart script should load") _expect(load("res://scenes/chart/chart_runner.gd") != null, "ChartRunner script should load") func _make_event(beat: int, event_type: StringName, target_id := &"", lead_beats := 1.0): var event_script: Script = load("res://resources/chart_event.gd") var event: Resource = event_script.new() event.set("beat_index", beat) event.set("event_type", event_type) event.set("target_id", target_id) event.set("lead_beats", lead_beats) return event func _make_chart() -> Resource: var chart_script: Script = load("res://resources/beat_chart.gd") var track_script: Script = load("res://resources/chart_track.gd") var chart: Resource = chart_script.new() var track: Resource = track_script.new() chart.set("chart_id", &"test_chart") track.set("track_id", &"enemy") track.set("track_type", &"enemy") track.set("events", [ _make_event(2, &"enemy_prepare_attack", &"test_enemy", 1.0), _make_event(3, &"enemy_attack_active", &"test_enemy", 1.0), ]) chart.set("tracks", [track]) return chart func _make_runner(chart: Resource) -> Node: var runner_script: Script = load("res://scenes/chart/chart_runner.gd") var runner: Node = runner_script.new() runner.set("beat_time_override", 0.5) runner.call("set_chart", chart) root.add_child(runner) return runner func _check_runner_upcoming_and_triggered_once() -> void: var runner := _make_runner(_make_chart()) var upcoming: Array[StringName] = [] var triggered: Array[StringName] = [] runner.connect("chart_event_upcoming", func(event: Resource, _time_to_event: float) -> void: upcoming.append(StringName(str(event.get("event_type")))) ) runner.connect("chart_event_triggered", func(event: Resource) -> void: triggered.append(StringName(str(event.get("event_type")))) ) runner.call("update_for_song_time", 0.49) _expect(upcoming == [&"enemy_prepare_attack"], "Prepare upcoming should fire at lead window") _expect(triggered.is_empty(), "No event should trigger before event time") runner.call("update_for_song_time", 1.0) runner.call("update_for_song_time", 1.1) _expect(triggered == [&"enemy_prepare_attack"], "Prepare triggered should fire once") runner.call("update_for_song_time", 1.49) runner.call("update_for_song_time", 1.50) runner.call("update_for_song_time", 1.80) _expect(upcoming.count(&"enemy_attack_active") == 1, "Attack upcoming should fire once") _expect(triggered.count(&"enemy_attack_active") == 1, "Attack triggered should fire once") runner.queue_free() await process_frame func _check_event_bus_mirroring() -> void: var bus_script: Script = load("res://autoload/event_bus.gd") var bus: Node = bus_script.new() bus.name = "EventBus" root.add_child(bus) var mirrored_upcoming := 0 var mirrored_triggered := 0 bus.connect("chart_event_upcoming", func(_event: Resource, _time_to_event: float) -> void: mirrored_upcoming += 1 ) bus.connect("chart_event_triggered", func(_event: Resource) -> void: mirrored_triggered += 1 ) var runner := _make_runner(_make_chart()) runner.call("update_for_song_time", 0.49) runner.call("update_for_song_time", 1.0) _expect(mirrored_upcoming == 1, "ChartRunner should mirror upcoming events to EventBus") _expect(mirrored_triggered == 1, "ChartRunner should mirror triggered events to EventBus") runner.queue_free() bus.queue_free() await process_frame func _expect(condition: bool, label: String) -> void: if not condition: failures.append(label) func _finish() -> void: if failures.is_empty(): print("PASS chart layer") quit(0) else: for failure: String in failures: push_error(failure) quit(1) ``` - [ ] **Step 2: Run the focused test and verify it fails for missing files** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_chart_layer.gd ``` Expected: FAIL because `resources/chart_event.gd`, `resources/chart_track.gd`, `resources/beat_chart.gd`, and `scenes/chart/chart_runner.gd` do not exist yet. - [ ] **Step 3: Extend architecture test** In `tests/test_rhythm_action_architecture.gd`, add a new function `_check_chart_layer()` and call it from `_run()` after `_check_autoloads()`: ```gdscript func _check_chart_layer() -> void: for path: String in [ "res://resources/chart_event.gd", "res://resources/chart_track.gd", "res://resources/beat_chart.gd", "res://scenes/chart/chart_runner.gd", ]: _expect(load(path) != null, "%s should load" % path) var bus_script: Script = load("res://autoload/event_bus.gd") _expect(bus_script != null, "EventBus should load for chart signal checks") if bus_script != null: var bus: Node = bus_script.new() _expect(bus.has_signal("chart_event_upcoming"), "EventBus should expose chart_event_upcoming") _expect(bus.has_signal("chart_event_triggered"), "EventBus should expose chart_event_triggered") _expect(bus.has_signal("chart_reset"), "EventBus should expose chart_reset") bus.free() ``` Expected: architecture test fails until the scripts and EventBus signals are added. --- ## Task 2: Add Chart Resource Types **Files:** - Create: `resources/chart_event.gd` - Create: `resources/chart_track.gd` - Create: `resources/beat_chart.gd` - Test: `tests/test_chart_layer.gd` - [ ] **Step 1: Create `ChartEvent`** Create `resources/chart_event.gd`: ```gdscript class_name ChartEvent extends Resource @export var event_id: StringName = &"" @export var beat_index := 0 @export var subdivision := 0 @export var subdivisions_per_beat := 1 @export var event_type: StringName = &"" @export var target_id: StringName = &"" @export var payload: Dictionary = {} @export var lead_beats := 1.0 func beat_position() -> float: var safe_subdivisions := maxi(1, subdivisions_per_beat) return float(beat_index) + float(subdivision) / float(safe_subdivisions) func time_seconds(beat_time: float) -> float: return beat_position() * maxf(0.001, beat_time) func key() -> StringName: if not event_id.is_empty(): return event_id return StringName("%s:%s:%d:%d" % [event_type, target_id, beat_index, subdivision]) ``` - [ ] **Step 2: Create `ChartTrack`** Create `resources/chart_track.gd`: ```gdscript class_name ChartTrack extends Resource @export var track_id: StringName = &"" @export var track_type: StringName = &"" @export var events: Array[ChartEvent] = [] func sorted_events() -> Array[ChartEvent]: var result: Array[ChartEvent] = [] for event: ChartEvent in events: if event != null: result.append(event) result.sort_custom(func(a: ChartEvent, b: ChartEvent) -> bool: return a.beat_position() < b.beat_position() ) return result ``` - [ ] **Step 3: Create `BeatChart`** Create `resources/beat_chart.gd`: ```gdscript class_name BeatChart extends Resource @export var chart_id: StringName = &"" @export var total_beats := 0 @export var tracks: Array[ChartTrack] = [] func all_events() -> Array[ChartEvent]: var result: Array[ChartEvent] = [] for track: ChartTrack in tracks: if track == null: continue for event: ChartEvent in track.sorted_events(): result.append(event) result.sort_custom(func(a: ChartEvent, b: ChartEvent) -> bool: if is_equal_approx(a.beat_position(), b.beat_position()): return str(a.event_type) < str(b.event_type) return a.beat_position() < b.beat_position() ) return result func is_empty() -> bool: return all_events().is_empty() ``` - [ ] **Step 4: Run the focused test and verify it still fails at `ChartRunner`** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_chart_layer.gd ``` Expected: FAIL because `scenes/chart/chart_runner.gd` and EventBus chart signals are not implemented yet. --- ## Task 3: Add Chart Signals to EventBus **Files:** - Modify: `autoload/event_bus.gd` - Test: `tests/test_chart_layer.gd` - Test: `tests/test_rhythm_action_architecture.gd` - [ ] **Step 1: Add chart signals** In `autoload/event_bus.gd`, add these signals after the existing rhythm/judgement signals: ```gdscript signal chart_event_upcoming(event: Resource, time_to_event: float) signal chart_event_triggered(event: Resource) signal chart_reset(chart_id: StringName) ``` The top of the file should become: ```gdscript extends Node signal rhythm_action_requested(action_name: StringName) signal beat_ticked(beat_index: int) signal judgement_made(quality: StringName, offset_ms: float) signal action_judged(action_name: StringName, rating: Dictionary) signal chart_event_upcoming(event: Resource, time_to_event: float) signal chart_event_triggered(event: Resource) signal chart_reset(chart_id: StringName) ``` - [ ] **Step 2: Run architecture test** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_action_architecture.gd ``` Expected: still FAIL until `ChartRunner` exists, but EventBus chart signal assertions should pass. --- ## Task 4: Implement ChartRunner **Files:** - Create: `scenes/chart/chart_runner.gd` - Test: `tests/test_chart_layer.gd` - [ ] **Step 1: Create the chart directory and runner script** Create `scenes/chart/chart_runner.gd`: ```gdscript class_name ChartRunner extends Node signal chart_event_upcoming(event: ChartEvent, time_to_event: float) signal chart_event_triggered(event: ChartEvent) signal chart_reset(chart_id: StringName) signal chart_finished(chart_id: StringName) @export var chart: BeatChart @export var rhythm_manager_path: NodePath @export var beat_time_override := 0.0 @export var auto_run := true var running := true var _upcoming_keys: Dictionary = {} var _triggered_keys: Dictionary = {} func _ready() -> void: running = auto_run func _physics_process(_delta: float) -> void: if not running or chart == null: return var rhythm := _rhythm_manager() if rhythm == null or not rhythm.has_method("song_position"): return update_for_song_time(float(rhythm.call("song_position"))) func set_chart(next_chart: BeatChart) -> void: chart = next_chart reset() func reset() -> void: _upcoming_keys.clear() _triggered_keys.clear() var chart_id := &"" if chart != null: chart_id = chart.chart_id chart_reset.emit(chart_id) var bus := _event_bus_or_null() if bus != null: bus.emit_signal("chart_reset", chart_id) func update_for_song_time(song_time: float) -> void: if chart == null: return var beat_time := _beat_time() for event: ChartEvent in chart.all_events(): var event_time := event.time_seconds(beat_time) var time_to_event := event_time - song_time var lead_time := maxf(0.0, event.lead_beats) * beat_time var event_key := event.key() if not _upcoming_keys.has(event_key) and time_to_event > 0.0 and time_to_event <= lead_time: _upcoming_keys[event_key] = true _emit_upcoming(event, time_to_event) if not _triggered_keys.has(event_key) and song_time >= event_time: _triggered_keys[event_key] = true _emit_triggered(event) func pause() -> void: running = false func resume() -> void: running = true func _emit_upcoming(event: ChartEvent, time_to_event: float) -> void: chart_event_upcoming.emit(event, time_to_event) var bus := _event_bus_or_null() if bus != null: bus.emit_signal("chart_event_upcoming", event, time_to_event) func _emit_triggered(event: ChartEvent) -> void: chart_event_triggered.emit(event) var bus := _event_bus_or_null() if bus != null: bus.emit_signal("chart_event_triggered", event) func _beat_time() -> float: if beat_time_override > 0.0: return beat_time_override var rhythm := _rhythm_manager() if rhythm != null: return float(rhythm.get("beat_time")) return 0.5 func _rhythm_manager() -> Node: if not is_inside_tree(): return null if not rhythm_manager_path.is_empty(): return get_node_or_null(rhythm_manager_path) return get_tree().root.get_node_or_null("RhythmManager") func _event_bus_or_null() -> Node: if not is_inside_tree(): return null return get_tree().root.get_node_or_null("EventBus") ``` - [ ] **Step 2: Run focused chart test** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_chart_layer.gd ``` Expected: PASS. - [ ] **Step 3: Run architecture test** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_action_architecture.gd ``` Expected: PASS after `_check_chart_layer()` assertions are satisfied. --- ## Task 5: Add Runtime ChartRunner Node **Files:** - Modify: `scenes/main/main.tscn` - Optional create after scripts compile: `resources/charts/test_song_chart.tres` - Test: `tests/test_rhythm_scene.gd` - [ ] **Step 1: Add `ChartRunner` to `Main` scene** Modify `scenes/main/main.tscn`. Add an external resource: ```ini [ext_resource type="Script" path="res://scenes/chart/chart_runner.gd" id="6_chart_runner"] ``` Add this node between `Stage` and `UI`: ```ini [node name="ChartRunner" type="Node" parent="."] script = ExtResource("6_chart_runner") ``` The intended main scene tree becomes: ```text Main ├─ Stage ├─ ChartRunner └─ UI ``` - [ ] **Step 2: Update scene architecture test** In `tests/test_rhythm_scene.gd`, add an assertion that main scene has `ChartRunner`: ```gdscript var main_scene: PackedScene = load("res://scenes/main/main.tscn") var main := main_scene.instantiate() root.add_child(main) await process_frame if main.get_node_or_null("ChartRunner") == null: failures.append("Main should include ChartRunner for scene-owned chart playback") main.free() ``` - [ ] **Step 3: Run scene test** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_scene.gd ``` Expected: PASS. - [ ] **Step 4: Add a sample chart resource through the Godot editor** After `ChartEvent`, `ChartTrack`, and `BeatChart` scripts compile, create `resources/charts/test_song_chart.tres` in the editor with: ```text BeatChart.chart_id = test_song_chart BeatChart.total_beats = 32 Track accent: beat 4 show_accent_marker beat 8 show_accent_marker beat 12 show_accent_marker beat 16 show_accent_marker Track enemy: beat 6 enemy_prepare_attack target_id=test_enemy lead_beats=1.0 beat 7 enemy_attack_active target_id=test_enemy lead_beats=1.0 beat 8 enemy_recovery target_id=test_enemy lead_beats=0.5 Track camera: beat 12 camera_pulse target_id=main_camera lead_beats=0.5 ``` Assign this resource to `Main/ChartRunner.chart`. The plan keeps runtime playable without this sample chart because tests construct chart resources in memory. The sample chart is for visual/manual verification. --- ## Task 6: Let RhythmTrack Consume Chart Events **Files:** - Modify: `scenes/ui/rhythm_track.tscn` - Modify: `scenes/ui/rhythm_track.gd` - Test: `tests/test_rhythm_ui.gd` - Test: `tests/test_ui_animation_regression.gd` - [ ] **Step 1: Add marker container to scene** In `scenes/ui/rhythm_track.tscn`, add: ```ini [node name="ChartMarkerContainer" type="Control" parent="."] layout_mode = 0 offset_left = 0.0 offset_top = 0.0 offset_right = 1040.0 offset_bottom = 128.0 mouse_filter = 2 ``` Keep it behind `JudgementLabel` in the file order so text remains readable. - [ ] **Step 2: Extend `RhythmTrack` script** In `scenes/ui/rhythm_track.gd`, add: ```gdscript @onready var chart_marker_container: Control = $ChartMarkerContainer var chart_markers: Array[Control] = [] ``` Connect chart signals in `_ready()`: ```gdscript bus.connect("chart_event_upcoming", _on_chart_event_upcoming) bus.connect("chart_event_triggered", _on_chart_event_triggered) ``` Add these methods: ```gdscript func _on_chart_event_upcoming(event: Resource, time_to_event: float) -> void: var marker := Label.new() marker.text = _chart_marker_text(event) marker.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER marker.vertical_alignment = VERTICAL_ALIGNMENT_CENTER marker.add_theme_font_size_override("font_size", 14) marker.add_theme_color_override("font_color", _chart_marker_color(event)) marker.custom_minimum_size = Vector2(54, 24) marker.position = _chart_marker_position(time_to_event) chart_marker_container.add_child(marker) chart_markers.append(marker) var tween := create_tween() tween.tween_property(marker, "modulate:a", 0.25, maxf(0.1, time_to_event)) tween.tween_callback(marker.queue_free) func _on_chart_event_triggered(event: Resource) -> void: if StringName(str(event.get("event_type"))) == &"camera_pulse": center_flash.modulate = Color(1.0, 0.84, 0.26, 1.0) else: center_flash.modulate = _chart_marker_color(event) beat_flash = 1.0 func _chart_marker_text(event: Resource) -> String: match StringName(str(event.get("event_type"))): &"show_accent_marker": return "ACC" &"enemy_prepare_attack": return "WARN" &"enemy_attack_active": return "ATK" &"enemy_recovery": return "REC" &"camera_pulse": return "CAM" return str(event.get("event_type")).to_upper() func _chart_marker_color(event: Resource) -> Color: match StringName(str(event.get("event_type"))): &"show_accent_marker": return Color("ffd84a") &"enemy_prepare_attack": return Color("ff7a33") &"enemy_attack_active": return Color("ff3355") &"enemy_recovery": return Color("8aa0ff") &"camera_pulse": return Color("ffffff") return Color("00f2ff") func _chart_marker_position(time_to_event: float) -> Vector2: var seconds_per_beat := 60.0 / maxf(1.0, bpm) var beat_distance := clampf(time_to_event / seconds_per_beat, 0.0, 4.0) var x := track_center.x + beat_distance * 92.0 return Vector2(x - 27.0, track_center.y + 34.0) ``` - [ ] **Step 3: Add UI tests** In `tests/test_rhythm_ui.gd`, assert the marker container exists: ```gdscript var track := ui.get_node_or_null("RhythmTrack") if track == null or track.get_node_or_null("ChartMarkerContainer") == null: failures.append("RhythmTrack should include ChartMarkerContainer") ``` In `tests/test_ui_animation_regression.gd`, emit an upcoming event and assert a marker appears: ```gdscript var event_script: Script = load("res://resources/chart_event.gd") var event: Resource = event_script.new() event.set("event_type", &"enemy_attack_active") bus.emit_signal("chart_event_upcoming", event, 0.5) await process_frame var marker_container := ui.get_node("RhythmTrack/ChartMarkerContainer") _expect_bool(marker_container.get_child_count() > 0, true, "Chart upcoming event should create a rhythm marker") ``` - [ ] **Step 4: Run UI tests** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_ui.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_ui_animation_regression.gd ``` Expected: PASS. --- ## Task 7: Full Regression Run **Files:** - No new files. - [ ] **Step 1: Run chart and architecture tests** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_chart_layer.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_action_architecture.gd ``` Expected: ```text PASS chart layer PASS rhythm action architecture ``` - [ ] **Step 2: Run player input/action tests** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_input_component_intents.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_combo_window.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_action_controller_flow.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_player_combo_input.gd ``` Expected: ```text PASS input component intents PASS combo window PASS action controller flow PASS player combo input ``` - [ ] **Step 3: Run UI tests** Run: ```bash /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_ui.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_rhythm_ui_layout.gd /Applications/Godot.app/Contents/MacOS/Godot --headless --path /Users/wxm/code/project/Fighting_Rthythm_game -s res://tests/test_ui_animation_regression.gd ``` Expected: ```text PASS rhythm ui PASS rhythm ui layout PASS ui animation regression ``` --- ## Follow-Up After This Plan After the thin Chart Layer lands, the next feature should be a chart-driven dummy enemy: ```text chart_event_upcoming(enemy_prepare_attack) -> EnemyWarningPresenter shows overhead warning chart_event_triggered(enemy_attack_active) -> EnemyActionController opens enemy hitbox chart_event_triggered(enemy_recovery) -> EnemyActionController closes enemy hitbox ``` That should be a separate plan because it needs enemy scene structure, hitbox/hurtbox decisions, target IDs, and warning UI. Keeping it separate prevents the Chart Layer from becoming a hidden enemy-system rewrite. ## Important Non-Goals - Do not move player input judgement into Chart Layer. - Do not make charts dictate required player keys. - Do not make `ChartRunner` an autoload. - Do not change `ComboWindow` empty-beat behavior. - Do not add full boss AI in this pass. - Do not use chart events to directly damage the player. ## Known Adjacent Risk `RhythmManager.judge(input_timestamp_ms)` currently accepts an input timestamp in milliseconds and passes it to `get_rating_for_time(input_timestamp_ms / 1000.0)`. Chart Layer should not depend on this method; it should use `RhythmManager.song_position()` directly. A separate input-timing plan should verify whether `InputIntent.timestamp_ms` is being converted to song-relative time correctly. ## Self-Review - Spec coverage: The plan covers chart data, runner behavior, EventBus mirroring, main scene integration, UI marker consumption, and regression tests. - Placeholder scan: The plan has no placeholder sections. Every task names exact files and expected commands. - Type consistency: Event resources are `ChartEvent`, tracks are `ChartTrack`, charts are `BeatChart`, and runner signals use `ChartEvent` locally plus `Resource` on `EventBus`. - Scope check: Enemy AI is intentionally excluded and captured as the next separate feature. - Current-project fit: The plan preserves the existing `RhythmManager`, `ActionController`, `ComboWindow`, `ActionResolver`, and player UI patterns.