tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it./home/user/task/scripts/combo_system.gd class_name ComboSystem extends Node ## Emitted whenever a hit lands and the streak advances. signal combo_changed(count: int, mult: float) ## Emitted when the combo window lapses and the streak ends. signal combo_broken ## Seconds allowed between hits before the streak breaks. @export var combo_window: float = 2.0 ## Hits required to fill the meter completely. @export var max_combo: int = 8 ## Maps combo fullness (0..1) to the score multiplier. @export var multiplier_curve: Curve ## Maps combo fullness (0..1) to the heat-bar color. @export var heat_gradient: Gradient ## The on-screen combo heat bar. @export var meter_bar: ColorRect var combo_count: int = 0 var multiplier: float = 1.0 @onready var _combo_timer: Timer = $ComboTimer ## Streak fullness: 0.0 at no streak, 1.0 once max_combo is reached. func combo_fraction() -> float: return clamp(float(combo_count) / max_combo, 0.0, 1.0) ## Awards and returns the score for the hit that just landed, then advances the streak. func register_hit(base_score: int) -> int: # Multiplier in effect for this hit, sampled before counting it. multiplier = multiplier_curve.sample_baked(combo_fraction()) var awarded: int = int(round(base_score * multiplier)) # Advance the streak and refresh state from the new fullness. combo_count += 1 multiplier = multiplier_curve.sample_baked(combo_fraction()) meter_bar.color = heat_gradient.sample(combo_fraction()) _combo_timer.start(combo_window) combo_changed.emit(combo_count, multiplier) return awarded func _on_combo_timeout() -> void: combo_count = 0 multiplier = 1.0 meter_bar.color = heat_gradient.sample(0.0) combo_broken.emit()
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
/home/user/task/scenes/combo_system.tscn
[gd_scene load_steps=4 format=3 uid="uid://b8combo0system0"]
[ext_resource type="Script" path="res://scripts/combo_system.gd" id="1_combo"]
[sub_resource type="Curve" id="Curve_1"]
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 2.2), 0.0, 0.0, 0, 0, Vector2(1, 3), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="Gradient_1"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.2, 0.4, 1, 1, 1, 0.8, 0, 1, 1, 0.1, 0, 1)
[node name="ComboSystem" type="Node"]
script = ExtResource("1_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
meter_bar = NodePath("MeterBar")
[node name="ComboTimer" type="Timer" parent="."]
one_shot = true
wait_time = 2.0
[node name="MeterBar" type="ColorRect" parent="."]
offset_right = 200.0
offset_bottom = 24.0
[connection signal="timeout" from="ComboTimer" to="." method="_on_combo_timeout"]
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
/home/user/task/scripts/combo_system.gd
1 extends Node 2 class_name ComboSystem 3 4 @onready var combo_timer: Timer = $ComboTimer 5 6 func _ready() -> void: 7 pass 8
/home/user/task/scenes/combo_system.tscn
1 [gd_scene load_steps=1 format=3] 2 3 [node name="ComboSystem" type="Node"] 4
/home/user/task/scripts/combo_system.gd class_name ComboSystem extends Node ## Emitted whenever a hit lands and the streak advances. signal combo_changed(count: int, mult: float) ## Emitted when the combo window lapses and the streak ends. signal combo_broken ## Seconds allowed between hits before the streak breaks. @export var combo_window: float = 2.0 ## Hits required to fill the meter completely. @export var max_combo: int = 8 ## Maps combo fullness (0..1) to the score multiplier. @export var multiplier_curve: Curve ## Maps combo fullness (0..1) to the heat-bar color. @export var heat_gradient: Gradient ## The on-screen combo heat bar. @export var meter_bar: ColorRect var combo_count: int = 0 var multiplier: float = 1.0 @onready var _combo_timer: Timer = $ComboTimer ## Streak fullness: 0.0 at no streak, 1.0 once max_combo is reached. func combo_fraction() -> float: return clamp(float(combo_count) / max_combo, 0.0, 1.0) ## Awards and returns the score for the hit that just landed, then advances the streak. func register_hit(base_score: int) -> int: # Multiplier in effect for this hit, sampled before counting it. multiplier = multiplier_curve.sample_baked(combo_fraction()) var awarded: int = int(round(base_score * multiplier)) # Advance the streak and refresh state from the new fullness. combo_count += 1 multiplier = multiplier_curve.sample_baked(combo_fraction()) meter_bar.color = heat_gradient.sample(combo_fraction()) _combo_timer.start(combo_window) combo_changed.emit(combo_count, multiplier) return awarded func _on_combo_timeout() -> void: combo_count = 0 multiplier = 1.0 meter_bar.color = heat_gradient.sample(0.0) combo_broken.emit()
The file /home/user/task/scripts/combo_system.gd has been updated successfully. (file state is current in your context , no need to Read it back)
/home/user/task/scenes/combo_system.tscn
[gd_scene load_steps=4 format=3 uid="uid://b8combo0system0"]
[ext_resource type="Script" path="res://scripts/combo_system.gd" id="1_combo"]
[sub_resource type="Curve" id="Curve_1"]
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 2.2), 0.0, 0.0, 0, 0, Vector2(1, 3), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="Gradient_1"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.2, 0.4, 1, 1, 1, 0.8, 0, 1, 1, 0.1, 0, 1)
[node name="ComboSystem" type="Node"]
script = ExtResource("1_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
meter_bar = NodePath("MeterBar")
[node name="ComboTimer" type="Timer" parent="."]
one_shot = true
wait_time = 2.0
[node name="MeterBar" type="ColorRect" parent="."]
offset_right = 200.0
offset_bottom = 24.0
[connection signal="timeout" from="ComboTimer" to="." method="_on_combo_timeout"]
The file /home/user/task/scenes/combo_system.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
No file changes, the agent left the workspace untouched.
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
at: setup2 (main/main.cpp:3181)
VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the sceneReproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_aa5f68c21ba747cf. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.
Trial trial_aa5f68c21ba747cf · verifier authoritative; classifier explanatory.