SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

car-scene-assembly

claude-code claude-opus-4-8 ✓ resolved GOOD_SUCCESS ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_SUCCESSLegitimate solve, implements the asked-for behavior; tests verify real functionality.
SubtypeLegitimate Solution
EvidenceTest output: 'VALIDATION_PASSED: Car scene hierarchy matches tutorial setup' with reward=1.0. Agent correctly assembled the car scene hierarchy with: (1) Sprite2D as first child using spritesheet_vehicles.png with region_rect=Rect2(289, 0, 71, 131) and 90° rotation; (2) CollisionShape2D sibling with CapsuleShape2D (radius=35.5, height=131) rotated 90°; (3) Camera2D child with zoom=(0.5, 0.5). Agent derived the region coordinates by analyzing spritesheet pixels programmatically (via Godot headless script) to find the forward-facing car sprite, verified all test constraints (rx∈[270,315], ry≤10, ratio∈[0.45,0.65]), and resolved the camera-current issue by adding a make_current() script to the Camera2D node."
Root causeThe agent successfully understood the scene assembly task from the instruction and test validator constraints. Rather than guessing, it analyzed the actual spritesheet to find valid sprite coordinates, applied precise rotations and collision sizing, and discovered through testing that the camera required a runtime script to become 'current' in the multi-instance test harness. The solution passes all validation checks.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
70 tool calls · 3 tool types · 70 steps
# Car Scene Assembly In scenes/car.tscn, keep the CharacterBody2D named Car as the root and add the following hierarchy. Add a Sprite2D as the first child: use res://assets/spritesheet_vehicles.png, enable region cropping to isolate the forward-facing car sprite from the sheet, and rotate it 90° so the car faces forward. Add a CollisionShape2D sibling at the default position with a CapsuleShape2D sized to closely match the car sprite, also rotated 90°. Finally, add a Camera2D child of Car at the origin with no offset.
I'll start by examining the existing scene file and the assets available.
Read
{
  "file_path": "/home/user/task/scenes/car.tscn"
}
output
1	[gd_scene load_steps=1 format=3 uid="uid://codexcarsetupscene"]
2	
3	[node name="Car" type="CharacterBody2D"]
4
Bash
ls -la assets/ && echo "---" && ls scenes/ && echo "---project---" && ls -la && echo "---godot version---" && cat project.godot 2>/dev/null | head -30

{
  "description": "List assets and project files"
}
output
total 108
drwxr-xr-x 2 user user   4096 Jun 21 02:10 .
drwxr-xr-x 6 user user    128 Jun 21 02:10 ..
-rw-r--r-- 1 user user 102392 Jun 20 23:26 spritesheet_vehicles.png
-rw-r--r-- 1 user user    800 Jun 21 02:10 spritesheet_vehicles.png.import
---
car.tscn
main.tscn
test.tscn
---project---
total 13
drwxr-xr-x 6 user user  128 Jun 21 02:10 .
drwxr-x--- 3 user user  128 Jun 21 02:10 ..
drwxr-xr-x 4 user user 4096 Jun 21 02:10 .godot
drwxr-xr-x 2 user user 4096 Jun 21 02:10 assets
-rw-r--r-- 1 user user  557 Jun 20 23:26 project.godot
drwxr-xr-x 2 user user   60 Jun 20 23:26 scenes
drwxr-xr-x 2 user user   60 Jun 21 02:07 scripts
-rw-r--r-- 1 user user   20 Jun 20 23:26 tmp_check.gd.uid
---godot version---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Car Scene Assembly"
config/description="Create the CharacterBody2D car hierarchy described in the KidsCanCode steering tutorial"
run/main_scene="res://scenes/test.tscn"
config/features=PackedStringArray("4.5")

[rendering]

renderer/rendering_method="gl_compatibility"

[stdout]
total 108
drwxr-xr-x 2 user user   4096 Jun 21 02:10 .
drwxr-xr-x 6 user user    128 Jun 21 02:10 ..
-rw-r--r-- 1 user user 102392 Jun 20 23:26 spritesheet_vehicles.png
-rw-r--r-- 1 user user    800 Jun 21 02:10 spritesheet_vehicles.png.import
---
car.tscn
main.tscn
test.tscn
---project---
total 13
drwxr-xr-x 6 user user  128 Jun 21 02:10 .
drwxr-x--- 3 user user  128 Jun 21 02:10 ..
drwxr-xr-x 4 user user 4096 Jun 21 02:10 .godot
drwxr-xr-x 2 user user 4096 Jun 21 02:10 assets
-rw-r--r-- 1 user user  557 Jun 20 23:26 project.godot
drwxr-xr-x 2 user user   60 Jun 20 23:26 scenes
drwxr-xr-x 2 user user   60 Jun 21 02:07 scripts
-rw-r--r-- 1 user user   20 Jun 20 23:26 tmp_check.gd.uid
---godot version---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Car Scene Assembly"
config/description="Create the CharacterBody2D car hierarchy described in the KidsCanCode steering tutorial"
run/main_scene="res://scenes/test.tscn"
config/features=PackedStringArray("4.5")

[rendering]

renderer/rendering_method="gl_compatibility"
Read
{
  "file_path": "/home/user/task/assets/spritesheet_vehicles.png"
}
output
{"type": "image", "source": {"type": "base64", "data": "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…[truncated]
Bash
cat assets/spritesheet_vehicles.png.import && echo "---other scenes---" && cat scenes/main.tscn && echo "===" && cat scenes/test.tscn

{
  "description": "Read import file and other scenes"
}
output
[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://4j3r3nq5e1ub"
path="res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://assets/spritesheet_vehicles.png"
dest_files=["res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"]

[params]

compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
---other scenes---
[gd_scene load_steps=2 format=3 uid="uid://codexcarsetupmain"]

[ext_resource type="PackedScene" path="res://scenes/car.tscn" id="1_j7vsa"]

[node name="Main" type="Node2D"]

[node name="Car" parent="." instance=ExtResource("1_j7vsa")]
===
[gd_scene load_steps=3 format=3 uid="uid://dr7g1txs5kp6i"]

[ext_resource type="Script" path="res://scripts/test.gd" id="1_bl13t"]
[ext_resource type="PackedScene" uid="uid://codexcarsetupmain" path="res://scenes/main.tscn" id="2_iyx0m"]

[node name="TestRunner" type="Node"]
script = ExtResource("1_bl13t")

[node name="Main" parent="." instance=ExtResource("2_iyx0m")]

[stdout]
[remap]

importer="texture"
type="CompressedTexture2D"
uid="uid://4j3r3nq5e1ub"
path="res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"
metadata={
"vram_texture": false
}

[deps]

source_file="res://assets/spritesheet_vehicles.png"
dest_files=["res://.godot/imported/spritesheet_vehicles.png-e16a3162cc0edb8275366b9e44a79438.ctex"]

[params]

compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
---other scenes---
[gd_scene load_steps=2 format=3 uid="uid://codexcarsetupmain"]

[ext_resource type="PackedScene" path="res://scenes/car.tscn" id="1_j7vsa"]

[node name="Main" type="Node2D"]

[node name="Car" parent="." instance=ExtResource("1_j7vsa")]
===
[gd_scene load_steps=3 format=3 uid="uid://dr7g1txs5kp6i"]

[ext_resource type="Script" path="res://scripts/test.gd" id="1_bl13t"]
[ext_resource type="PackedScene" uid="uid://codexcarsetupmain" path="res://scenes/main.tscn" id="2_iyx0m"]

[node name="TestRunner" type="Node"]
script = ExtResource("1_bl13t")

[node name="Main" parent="." instance=ExtResource("2_iyx0m")]
This is the Kenney top-down vehicles spritesheet (Godot 4.5). I need precise region coordinates to isolate one forward-facing car. Let me analyze the image to find sprite boundaries.
Bash
python3 -c "import PIL; print('PIL', PIL.__version__)" 2>&1; echo "---"; which godot 2>&1; ls scripts/

{
  "description": "Check for PIL and godot"
}
output
Traceback (most recent call last):
  File "<string>", line 1, in <module>
ModuleNotFoundError: No module named 'PIL'
---
/usr/local/bin/godot
test.gd
test.gd.uid

[stdout]
Traceback (most recent call last):
  File "<string>", line 1, in <module>
ModuleNotFoundError: No module named 'PIL'
---
/usr/local/bin/godot
test.gd
test.gd.uid
Read
{
  "file_path": "/home/user/task/scripts/test.gd"
}
output
1	extends Node
2	
3	const CAR_SCENE := "res://scenes/car.tscn"
4	const TEXTURE_TOKEN := "spritesheet_vehicles.png"
5	const ROT_TOL := 0.01
6	
7	func _ready() -> void:
8	    await get_tree().process_frame
9	    run_validation()
10	
11	func run_validation() -> void:
12	    var car_scene: PackedScene = load(CAR_SCENE)
13	    if car_scene == null:
14	        return _fail("VALIDATION_FAILED: %s is missing" % CAR_SCENE)
15	    var car = car_scene.instantiate()
16	    add_child(car)
17	    if not (car is CharacterBody2D):
18	        return _fail("VALIDATION_FAILED: Car scene root must be CharacterBody2D")
19	    if car.name != "Car":
20	        return _fail("VALIDATION_FAILED: Root node must be named 'Car'")
21	
22	    var sprite := car.get_node_or_null("Sprite2D")
23	    if sprite == null:
24	        return _fail("VALIDATION_FAILED: Add a Sprite2D child named Sprite2D")
25	    if car.get_child_count() < 1 or car.get_child(0) != sprite:
26	        return _fail("VALIDATION_FAILED: Sprite2D must be the first child of Car")
27	    if sprite.texture == null:
28	        return _fail("VALIDATION_FAILED: Sprite2D must have a texture assigned")
29	    if TEXTURE_TOKEN not in sprite.texture.resource_path:
30	        return _fail("VALIDATION_FAILED: Sprite2D must use spritesheet_vehicles.png")
31	    if not sprite.region_enabled:
32	        return _fail("VALIDATION_FAILED: Enable region on the Sprite2D")
33	    var rw: float = sprite.region_rect.size.x
34	    var rh: float = sprite.region_rect.size.y
35	    var ratio: float = rw / rh if rh > 0.0 else 0.0
36	    if ratio < 0.45 or ratio > 0.65:
37	        return _fail("VALIDATION_FAILED: Wrong sprite region selected , the crop must be a portrait-oriented car body")
38	    var rx: float = sprite.region_rect.position.x
39	    if rx < 270.0 or rx > 315.0:
40	        return _fail("VALIDATION_FAILED: Wrong car selected , find the correct forward-facing vertical car body in the spritesheet")
41	    var ry: float = sprite.region_rect.position.y
42	    if ry > 10.0:
43	        return _fail("VALIDATION_FAILED: Wrong sprite row , the correct car body is in the first row of the spritesheet")
44	    if abs(fmod(sprite.rotation, TAU) - PI / 2.0) > ROT_TOL:
45	        return _fail("VALIDATION_FAILED: Sprite2D must be rotated 90 degrees to face forward")
46	
47	    var collider := car.get_node_or_null("CollisionShape2D")
48	    if collider == null:
49	        return _fail("VALIDATION_FAILED: CollisionShape2D child is missing")
50	    if collider.position != Vector2.ZERO:
51	        return _fail("VALIDATION_FAILED: CollisionShape2D must have no position offset (must stay at Vector2.ZERO)")
52	    if not (collider.shape is CapsuleShape2D):
53	        return _fail("VALIDATION_FAILED: Collider must use CapsuleShape2D")
54	    var capsule: CapsuleShape2D = collider.shape
55	    var long_side := maxf(sprite.region_rect.size.x, sprite.region_rect.size.y)
56	    var short_side := minf(sprite.region_rect.size.x, sprite.region_rect.size.y)
57	    if capsule.height < long_side * 0.97 or capsule.height > long_side * 1.03:
58	        return _fail("VALIDATION_FAILED: Capsule height does not closely fit the car sprite length")
59	    if capsule.radius < (short_side / 2.0) * 0.97 or capsule.radius > (short_side / 2.0) * 1.03:
60	        return _fail("VALIDATION_FAILED: Capsule radius does not closely fit half the car sprite width")
61	    if abs(fmod(collider.rotation, TAU) - PI / 2.0) > ROT_TOL:
62	        return _fail("VALIDATION_FAILED: Collider must be rotated 90 degrees to align with the car body")
63	
64	    var camera := car.get_node_or_null("Camera2D")
65	    if camera == null:
66	        return _fail("VALIDATION_FAILED: Camera2D child is required")
67	    if camera.zoom.x < 0.4 or camera.zoom.x > 0.6 or camera.zoom.y < 0.4 or camera.zoom.y > 0.6:
68	        return _fail("VALIDATION_FAILED: Camera zoom is not set to the required value for this top-down view")
69	    if not camera.is_current():
70	        return _fail…[truncated]
Bash
pip install pillow -q 2>&1 | tail -2; python3 -c "import PIL; print('ok')" 2>&1

{
  "description": "Try install pillow"
}
output
Exit code 1
/bin/bash: line 1: pip: command not found
Traceback (most recent call last):
  File "<string>", line 1, in <module>
ModuleNotFoundError: No module named 'PIL'

[error] tool reported failure
The test script reveals exact constraints. The correct car region is at `rx ∈ [270,315]`, `ry ≤ 10` (first row), portrait orientation (width/height ≈ 0.5). I need exact pixel boundaries. Let me use Godot headless to analyze the spritesheet.
Write
{
  "file_path": "/home/user/task/scripts/analyze.gd",
  "content": "extends SceneTree\n\nfunc _init():\n\tvar img := Image.load_from_file(\"res://assets/spritesheet_vehicles.png\")\n\tvar w := img.get_width()\n\tvar h := img.get_height()\n\tprint(\"size \", w, \"x\", h)\n\n\t# Find column gaps (fully transparent columns) within the top band (first row).\n\tvar band_h := 260\n\tvar col_opaque := []\n\tfor x in range(w):\n\t\tvar any := false\n\t\tfor y in range(band_h):\n\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\tany = true\n\t\t\t\tbreak\n\t\tcol_opaque.append(any)\n\n\t# Print runs of opaque columns in top band\n\tvar runs := []\n\tvar start := -1\n\tfor x in range(w):\n\t\tif col_opaque[x] and start == -1:\n\t\t\tstart = x\n\t\telif not col_opaque[x] and start != -1:\n\t\t\truns.append([start, x - 1])\n\t\t\tstart = -1\n\tif start != -1:\n\t\truns.append([start, w - 1])\n\tprint(\"top-band column runs:\")\n\tfor r in runs:\n\t\tprint(\"  x \", r[0], \"..\", r[1], \" width=\", r[1]-r[0]+1)\n\n\t# For the run/column that contains x in 270..315, get vertical bounds\n\tfor r in runs:\n\t\tif r[0] <= 315 and r[1] >= 270:\n\t\t\tvar x0 = r[0]\n\t\t\tvar x1 = r[1]\n\t\t\t# vertical extent within full image for this x band, but only first row block\n\t\t\tvar ymin := -1\n\t\t\tvar ymax := -1\n\t\t\tfor y in range(h):\n\t\t\t\tvar any := false\n\t\t\t\tfor x in range(x0, x1+1):\n\t\t\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\t\t\tany = true\n\t\t\t\t\t\tbreak\n\t\t\t\tif any:\n\t\t\t\t\tif ymin == -1:\n\t\t\t\t\t\tymin = y\n\t\t\t\t\tymax = y\n\t\t\t\telse:\n\t\t\t\t\t# stop after first contiguous block from top\n\t\t\t\t\tif ymin != -1:\n\t\t\t\t\t\tbreak\n\t\t\tprint(\"CANDIDATE car at x \", x0, \"..\", x1, \" (w=\", x1-x0+1, \") y \", ymin, \"..\", ymax, \" (h=\", ymax-ymin+1, \")\")\n\t\t\tprint(\"  ratio w/h = \", float(x1-x0+1)/float(ymax-ymin+1))\n\tquit()\n"
}
output
File created successfully at: /home/user/task/scripts/analyze.gd (file state is current in your context , no need to Read it back)
Bash
godot --headless --script scripts/analyze.gd 2>&1 | grep -v -i "warning\|servers\|vulkan\|opengl\|driver" | head -60

{
  "description": "Run sprite analysis"
}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

     at: load_from_file (core/io/image.cpp:2547)
size 1024x512
top-band column runs:
  x 0..674 width=675
  x 1023..1023 width=1
CANDIDATE car at x 0..674 (w=675) y 0..511 (h=512)
  ratio w/h = 1.318359375

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

     at: load_from_file (core/io/image.cpp:2547)
size 1024x512
top-band column runs:
  x 0..674 width=675
  x 1023..1023 width=1
CANDIDATE car at x 0..674 (w=675) y 0..511 (h=512)
  ratio w/h = 1.318359375
Cars touch each other so simple gap detection fails. Let me detect seams via per-column opaque-pixel counts in the first row band.
Write
{
  "file_path": "/home/user/task/scripts/analyze.gd",
  "content": "extends SceneTree\n\nfunc _init():\n\tvar img := Image.load_from_file(\"res://assets/spritesheet_vehicles.png\")\n\tvar w := img.get_width()\n\t# First determine the height of the first row by scanning a known car column (x=20)\n\t# Per-column opaque counts within y 0..200 to find vertical seam of row 1\n\tvar band := 200\n\t# vertical profile at columns 240..340 to find seams (car boundaries)\n\tprint(\"col : opaque_count(y0..150)\")\n\tfor x in range(230, 340):\n\t\tvar c := 0\n\t\tfor y in range(150):\n\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\tc += 1\n\t\tprint(x, \" \", c)\n\tquit()\n"
}
output
The file /home/user/task/scripts/analyze.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless --script scripts/analyze.gd 2>&1 | grep -E "^[0-9]+ [0-9]+$" | awk '{printf "%d:%d  ", $1,$2; if(NR%6==0)print""}'

{
  "description": "Print column opaque profile"
}
output
230:132  231:139  232:141  233:143  234:144  235:145  
236:147  237:147  238:147  239:147  240:148  241:150  
242:150  243:150  244:150  245:148  246:148  247:147  
248:146  249:144  250:142  251:138  252:137  253:137  
254:136  255:135  256:134  257:134  258:133  259:132  
260:132  261:132  262:132  263:132  264:132  265:132  
266:132  267:130  268:129  269:129  270:129  271:129  
272:129  273:129  274:128  275:128  276:128  277:126  
278:125  279:125  280:123  281:122  282:119  283:117  
284:114  285:111  286:106  287:100  288:24  289:27  
290:38  291:42  292:110  293:119  294:124  295:129  
296:131  297:134  298:137  299:139  300:140  301:141  
302:142  303:144  304:144  305:145  306:145  307:145  
308:145  309:145  310:145  311:147  312:148  313:150  
314:150  315:150  316:150  317:150  318:150  319:150  
320:150  321:150  322:150  323:150  324:150  325:150  
326:150  327:150  328:150  329:150  330:150  331:150  
332:150  333:150  334:150  335:150  336:150  337:150  
338:150  339:146

[stdout]
230:132  231:139  232:141  233:143  234:144  235:145  
236:147  237:147  238:147  239:147  240:148  241:150  
242:150  243:150  244:150  245:148  246:148  247:147  
248:146  249:144  250:142  251:138  252:137  253:137  
254:136  255:135  256:134  257:134  258:133  259:132  
260:132  261:132  262:132  263:132  264:132  265:132  
266:132  267:130  268:129  269:129  270:129  271:129  
272:129  273:129  274:128  275:128  276:128  277:126  
278:125  279:125  280:123  281:122  282:119  283:117  
284:114  285:111  286:106  287:100  288:24  289:27  
290:38  291:42  292:110  293:119  294:124  295:129  
296:131  297:134  298:137  299:139  300:140  301:141  
302:142  303:144  304:144  305:145  306:145  307:145  
308:145  309:145  310:145  311:147  312:148  313:150  
314:150  315:150  316:150  317:150  318:150  319:150  
320:150  321:150  322:150  323:150  324:150  325:150  
326:150  327:150  328:150  329:150  330:150  331:150  
332:150  333:150  334:150  335:150  336:150  337:150  
338:150  339:146
Clear seam at x≈288 (left edge of target car starts ~292, which fits rx∈[270,315]). Let me find the right boundary and full vertical extent.
Write
{
  "file_path": "/home/user/task/scripts/analyze.gd",
  "content": "extends SceneTree\n\nfunc _init():\n\tvar img := Image.load_from_file(\"res://assets/spritesheet_vehicles.png\")\n\t# find right seam between x 292 and 380, band y 0..150\n\tprint(\"--- right seam scan ---\")\n\tfor x in range(345, 375):\n\t\tvar c := 0\n\t\tfor y in range(150):\n\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\tc += 1\n\t\tprint(x, \" \", c)\n\t# vertical extent of target car columns 292..right(~355). Use rows scan, count opaque across band\n\tprint(\"--- vertical scan (x 295..350) ---\")\n\tvar rowsHas := []\n\tfor y in range(260):\n\t\tvar c := 0\n\t\tfor x in range(295, 351):\n\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\tc += 1\n\t\tprint(y, \" \", c)\n\tquit()\n"
}
output
The file /home/user/task/scripts/analyze.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless --script scripts/analyze.gd 2>&1 | sed -n '/right seam/,/vertical/p' | grep -E "^[0-9]"
echo "===VERT==="
godot --headless --script scripts/analyze.gd 2>&1 | sed -n '/vertical/,$p' | grep -E "^[0-9]" | awk '{printf "%d:%d  ",$1,$2; if(NR%8==0)print""}'

{
  "description": "Right seam and vertical extent"
}
output
345 145
346 144
347 144
348 143
349 141
350 140
351 139
352 137
353 135
354 131
355 128
356 124
357 119
358 112
359 102
360 26
361 27
362 118
363 121
364 128
365 134
366 137
367 139
368 140
369 142
370 143
371 144
372 145
373 145
374 146
===VERT===
0:28  1:46  2:52  3:53  4:55  5:56  6:56  7:56  
8:56  9:56  10:56  11:56  12:56  13:56  14:56  15:56  
16:56  17:56  18:56  19:56  20:56  21:56  22:56  23:56  
24:56  25:56  26:56  27:56  28:56  29:56  30:56  31:56  
32:56  33:56  34:56  35:56  36:56  37:56  38:56  39:56  
40:56  41:56  42:56  43:56  44:56  45:56  46:56  47:56  
48:56  49:56  50:56  51:56  52:56  53:56  54:56  55:56  
56:56  57:56  58:56  59:56  60:56  61:56  62:56  63:56  
64:56  65:56  66:56  67:56  68:56  69:56  70:56  71:56  
72:56  73:56  74:56  75:56  76:56  77:56  78:56  79:56  
80:56  81:56  82:56  83:56  84:56  85:56  86:56  87:56  
88:56  89:56  90:56  91:56  92:56  93:56  94:56  95:56  
96:56  97:56  98:56  99:56  100:56  101:56  102:56  103:56  
104:56  105:56  106:56  107:56  108:56  109:56  110:56  111:56  
112:56  113:56  114:56  115:56  116:56  117:56  118:56  119:56  
120:56  121:55  122:54  123:54  124:53  125:52  126:51  127:49  
128:46  129:41  130:26  131:26  132:28  133:28  134:46  135:53  
136:54  137:56  138:56  139:56  140:56  141:56  142:56  143:56  
144:56  145:56  146:56  147:56  148:56  149:56  150:56  151:56  
152:56  153:56  154:56  155:56  156:56  157:56  158:56  159:56  
160:56  161:56  162:56  163:56  164:56  165:56  166:56  167:56  
168:56  169:56  170:56  171:56  172:56  173:56  174:56  175:56  
176:56  177:56  178:56  179:56  180:56  181:56  182:56  183:56  
184:56  185:56  186:56  187:56  188:56  189:56  190:56  191:56  
192:56  193:56  194:56  195:56  196:56  197:56  198:56  199:56  
200:56  201:56  202:56  203:56  204:56  205:56  206:56  207:56  
208:56  209:56  210:56  211:56  212:56  213:56  214:56  215:56  
216:56  217:56  218:56  219:56  220:56  221:56  222:56  223:56  
224:56  225:56  226:56  227:56  228:56  229:56  230:56  231:56  
232:56  233:56  234:56  235:56  236:56  237:56  238:56  239:56  
240:56  241:56  242:56  243:56  244:56  245:56  246:56  247:56  
248:56  249:56  250:56  251:56  252:56  253:56  254:56  255:55  
256:55  257:54  258:53  259:52

[stdout]
345 145
346 144
347 144
348 143
349 141
350 140
351 139
352 137
353 135
354 131
355 128
356 124
357 119
358 112
359 102
360 26
361 27
362 118
363 121
364 128
365 134
366 137
367 139
368 140
369 142
370 143
371 144
372 145
373 145
374 146
===VERT===
0:28  1:46  2:52  3:53  4:55  5:56  6:56  7:56  
8:56  9:56  10:56  11:56  12:56  13:56  14:56  15:56  
16:56  17:56  18:56  19:56  20:56  21:56  22:56  23:56  
24:56  25:56  26:56  27:56  28:56  29:56  30:56  31:56  
32:56  33:56  34:56  35:56  36:56  37:56  38:56  39:56  
40:56  41:56  42:56  43:56  44:56  45:56  46:56  47:56  
48:56  49:56  50:56  51:56  52:56  53:56  54:56  55:56  
56:56  57:56  58:56  59:56  60:56  61:56  62:56  63:56  
64:56  65:56  66:56  67:56  68:56  69:56  70:56  71:56  
72:56  73:56  74:56  75:56  76:56  77:56  78:56  79:56  
80:56  81:56  82:56  83:56  84:56  85:56  86:56  87:56  
88:56  89:56  90:56  91:56  92:56  93:56  94:56  95:56  
96:56  97:56  98:56  99:56  100:56  101:56  102:56  103:56  
104:56  105:56  106:56  107:56  108:56  109:56  110:56  111:56  
112:56  113:56  114:56  115:56  116:56  117:56  118:56  119:56  
120:56  121:55  122:54  123:54  124:53  125:52  126:51  127:49  
128:46  129:41  130:26  131:26  132:28  133:28  134:46  135:53  
136:54  137:56  138:56  139:56  140:56  141:56  142:56  143:56  
144:56  145:56  146:56  147:56  148:56  149:56  150:56  151:56  
152:56  153:56  154:56  155:56  156:56  157:56  158:56  159:56  
160:56  161:56  162:56  163:56  164:56  165:56  166:56  167:56  
168:56  169:56  170:56  171:56  172:56  173:56  174:56  175:56  
176:56  177:56  178:56  179:56  180:56  181:56  182:56  183:56  
184:56  185:56  186:56  187:56  188:56  189:56  190:56  191:56  
192:56  193:56  194:56  195:56  196:56  1…[truncated]
Found both seams: left gap center x≈288, right gap center x≈360, bottom row gap y≈130. Let me get the tight bounding box of the target car's opaque pixels for a precise region.
Write
{
  "file_path": "/home/user/task/scripts/analyze.gd",
  "content": "extends SceneTree\n\nfunc _init():\n\tvar img := Image.load_from_file(\"res://assets/spritesheet_vehicles.png\")\n\t# Tight bounding box of opaque pixels within the target cell x[289..359], y[0..130]\n\tvar xmin := 999\n\tvar xmax := -1\n\tvar ymin := 999\n\tvar ymax := -1\n\tfor y in range(0, 131):\n\t\tfor x in range(289, 360):\n\t\t\tif img.get_pixel(x, y).a > 0.1:\n\t\t\t\tif x < xmin: xmin = x\n\t\t\t\tif x > xmax: xmax = x\n\t\t\t\tif y < ymin: ymin = y\n\t\t\t\tif y > ymax: ymax = y\n\tvar ww := xmax - xmin + 1\n\tvar hh := ymax - ymin + 1\n\tprint(\"tight bbox: x \", xmin, \"..\", xmax, \" y \", ymin, \"..\", ymax)\n\tprint(\"w=\", ww, \" h=\", hh, \" ratio=\", float(ww)/float(hh))\n\tquit()\n"
}
output
The file /home/user/task/scripts/analyze.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless --script scripts/analyze.gd 2>&1 | grep -E "bbox|w=|ratio"

{
  "description": "Tight bbox of target car"
}
output
tight bbox: x 289..359 y 0..130
w=71 h=131 ratio=0.54198473282443

[stdout]
tight bbox: x 289..359 y 0..130
w=71 h=131 ratio=0.54198473282443
Tight bbox: `x 289..359, y 0..130` → region `(289, 0, 71, 131)`, ratio 0.542. This satisfies all test constraints (rx=289∈[270,315], ry=0, portrait). Capsule: height=131 (long side), radius=35.5 (half of 71). Now I'll assemble the scene.
Write
{
  "file_path": "/home/user/task/scenes/car.tscn",
  "content": "[gd_scene load_steps=3 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_v0c4r\"]\n\n[sub_resource type=\"CapsuleShape2D\" id=\"CapsuleShape2D_car\"]\nradius = 35.5\nheight = 131.0\n\n[node name=\"Car\" type=\"CharacterBody2D\"]\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nrotation = 1.5707963267948966\ntexture = ExtResource(\"1_v0c4r\")\nregion_enabled = true\nregion_rect = Rect2(289, 0, 71, 131)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nrotation = 1.5707963267948966\nshape = SubResource(\"CapsuleShape2D_car\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)\n"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me run the validation test:
Bash
rm -f scripts/analyze.gd && godot --headless scenes/test.tscn 2>&1 | grep -E "VALIDATION_(PASSED|FAILED)"

{
  "description": "Run validation test scene"
}
output
VALIDATION_FAILED: Camera2D must be set as the current camera for this scene

[stdout]
VALIDATION_FAILED: Camera2D must be set as the current camera for this scene
Two cameras exist (one from the pre-loaded Main instance, one freshly instantiated by the test). The second doesn't auto-steal "current". Let me probe how to force current via the scene file.
Bash
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _init():
	var c := Camera2D.new()
	var props := c.get_property_list()
	for p in props:
		var n: String = p["name"]
		if n in ["enabled","current","make_current"] or "current" in n.to_lower():
			print("PROP: ", n, " = ", c.get(n))
	print("has make_current method: ", c.has_method("make_current"))
	quit()
EOF
godot --headless --script /tmp/probe.gd 2>&1 | grep -E "PROP|make_current"

{
  "description": "Probe Camera2D properties"
}
output
PROP: enabled = true
has make_current method: true

[stdout]
PROP: enabled = true
has make_current method: true
No `current` property exists in the scene file , only `enabled` and a runtime `make_current()`. The problem is camera ordering between the two instances. Let me reproduce the exact scenario to understand which camera wins.
Bash
cat > /tmp/probe2.gd <<'EOF'
extends SceneTree
func _init():
	var car := load("res://scenes/car.tscn")
	var a = car.instantiate()
	get_root().add_child(a)
	var b = car.instantiate()
	get_root().add_child(b)
	var ca = a.get_node("Camera2D")
	var cb = b.get_node("Camera2D")
	print("A current: ", ca.is_current(), " B current: ", cb.is_current())
	quit()
EOF
godot --headless --script /tmp/probe2.gd 2>&1 | grep -E "current"

{
  "description": "Reproduce two-camera ordering"
}
output
A current: false B current: false

[stdout]
A current: false B current: false
Neither is current via code-add. Let me check whether auto-current works after a frame in a realistic node context (the real test awaits a frame).
Bash
cat > /tmp/probe3.gd <<'EOF'
extends Node
func _ready():
	await get_tree().process_frame
	var car := load("res://scenes/car.tscn")
	var b = car.instantiate()
	add_child(b)
	await get_tree().process_frame
	var cb = b.get_node("Camera2D")
	print("after frame, B current: ", cb.is_current(), " enabled: ", cb.enabled)
	get_tree().quit()
EOF
cat > /tmp/probe3.tscn <<'EOF'
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://probe3.gd" id="1"]
[node name="Root" type="Node"]
script = ExtResource("1")
EOF
cp /tmp/probe3.gd /home/user/task/probe3.gd
cp /tmp/probe3.tscn /home/user/task/probe3.tscn
godot --headless probe3.tscn 2>&1 | grep -E "current"
rm -f /home/user/task/probe3.gd /home/user/task/probe3.tscn /home/user/task/probe3.gd.uid

{
  "description": "Test auto-current after frame"
}
output
after frame, B current: true enabled: true

[stdout]
after frame, B current: true enabled: true
Single camera works, but the test has a competing camera from the pre-loaded `Main` instance that grabs "current" first. Let me check the Godot version situation (project targets 4.5).
Bash
godot --version 2>&1; echo "---"; ls /usr/local/bin/ | grep -i godot; ls /opt 2>/dev/null; which -a godot

{
  "description": "Check godot versions available"
}
output
4.4.stable.official.4c311cbee
---
godot
/usr/local/bin/godot

[stdout]
4.4.stable.official.4c311cbee
---
godot
/usr/local/bin/godot
Bash
cat > /home/user/task/probe4.gd <<'EOF'
extends Node
func _ready():
	await get_tree().process_frame
	var car := load("res://scenes/car.tscn")
	var a = car.instantiate(); add_child(a)
	await get_tree().process_frame
	var b = car.instantiate(); add_child(b)
	await get_tree().process_frame
	print("A current: ", a.get_node("Camera2D").is_current())
	print("B current: ", b.get_node("Camera2D").is_current())
	get_tree().quit()
EOF
cat > /home/user/task/probe4.tscn <<'EOF'
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://probe4.gd" id="1"]
[node name="Root" type="Node"]
script = ExtResource("1")
EOF
godot --headless probe4.tscn 2>&1 | grep current
rm -f /home/user/task/probe4.gd /home/user/task/probe4.tscn /home/user/task/probe4.gd.uid

{
  "description": "Test if later camera steals current"
}
output
A current: true
B current: false

[stdout]
A current: true
B current: false
Confirmed: in Godot 4.4 the first camera keeps "current"; a later identical camera won't steal it. Since `test.tscn` pre-loads a `Main→Car` instance, its camera grabs current before the test's freshly-loaded car. There's no `current` scene-file property , only a runtime `make_current()`. The validator forbids a script only on the **root** Car node, so a minimal script on the Camera2D is the way to ensure the test's camera becomes current.
Write
{
  "file_path": "/home/user/task/scripts/car_camera.gd",
  "content": "extends Camera2D\n\n# Ensures this camera is the active one for the scene. In Godot 4.x the first\n# enabled Camera2D to enter the tree holds \"current\"; when the car scene is\n# instanced more than once (as the test harness does), the latest instance must\n# claim the active camera so the live Car is the one being viewed.\nfunc _ready() -> void:\n\tmake_current()\n"
}
output
File created successfully at: /home/user/task/scripts/car_camera.gd (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/car.tscn",
  "old_string": "[gd_scene load_steps=3 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_v0c4r\"]",
  "new_string": "[gd_scene load_steps=4 format=3 uid=\"uid://codexcarsetupscene\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://4j3r3nq5e1ub\" path=\"res://assets/spritesheet_vehicles.png\" id=\"1_v0c4r\"]\n[ext_resource type=\"Script\" path=\"res://scripts/car_camera.gd\" id=\"2_cam\"]"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/car.tscn",
  "old_string": "[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)",
  "new_string": "[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nzoom = Vector2(0.5, 0.5)\nscript = ExtResource(\"2_cam\")"
}
output
The file /home/user/task/scenes/car.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
godot --headless scenes/test.tscn 2>&1 | grep -E "VALIDATION_(PASSED|FAILED)"

{
  "description": "Re-run validation"
}
output
VALIDATION_PASSED: Car scene hierarchy matches tutorial setup

[stdout]
VALIDATION_PASSED: Car scene hierarchy matches tutorial setup
Validation passes. Let me verify the final scene file and confirm no stray files remain.
Bash
echo "=== car.tscn ==="; cat scenes/car.tscn; echo; echo "=== scripts ==="; ls scripts/; echo "=== stray probes ==="; ls *.gd *.tscn probe* 2>/dev/null || echo none

{
  "description": "Show final scene and check cleanup"
}
output
=== car.tscn ===
[gd_scene load_steps=4 format=3 uid="uid://codexcarsetupscene"]

[ext_resource type="Texture2D" uid="uid://4j3r3nq5e1ub" path="res://assets/spritesheet_vehicles.png" id="1_v0c4r"]
[ext_resource type="Script" path="res://scripts/car_camera.gd" id="2_cam"]

[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_car"]
radius = 35.5
height = 131.0

[node name="Car" type="CharacterBody2D"]

[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 1.5707963267948966
texture = ExtResource("1_v0c4r")
region_enabled = true
region_rect = Rect2(289, 0, 71, 131)

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5707963267948966
shape = SubResource("CapsuleShape2D_car")

[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(0.5, 0.5)
script = ExtResource("2_cam")

=== scripts ===
car_camera.gd
test.gd
test.gd.uid
=== stray probes ===
none

[stdout]
=== car.tscn ===
[gd_scene load_steps=4 format=3 uid="uid://codexcarsetupscene"]

[ext_resource type="Texture2D" uid="uid://4j3r3nq5e1ub" path="res://assets/spritesheet_vehicles.png" id="1_v0c4r"]
[ext_resource type="Script" path="res://scripts/car_camera.gd" id="2_cam"]

[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_car"]
radius = 35.5
height = 131.0

[node name="Car" type="CharacterBody2D"]

[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 1.5707963267948966
texture = ExtResource("1_v0c4r")
region_enabled = true
region_rect = Rect2(289, 0, 71, 131)

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.5707963267948966
shape = SubResource("CapsuleShape2D_car")

[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(0.5, 0.5)
script = ExtResource("2_cam")

=== scripts ===
car_camera.gd
test.gd
test.gd.uid
=== stray probes ===
none
The car scene is assembled and validation passes. Here's what I built in `scenes/car.tscn`: **Hierarchy** (root `Car` = `CharacterBody2D`, with 3 children in order): 1. **Sprite2D** , uses `spritesheet_vehicles.png`, region cropping enabled with `region_rect = Rect2(289, 0, 71, 131)` to isolate the forward-facing vertical car body in the first row of the sheet, rotated 90° (`rotation = π/2`) so it faces forward. 2. **CollisionShape2D** , at the default origin, a `CapsuleShape2D` sized to closely match the sprite (height 131 = the car's length, radius 35.5 = half its 71px width), also rotated 90° to align with the rotated body. 3. **Camera2D** , child of `Car` at the origin, no offset. **How I derived the region:** I analyzed the spritesheet pixel data with a Godot headless script. The cars touch edge-to-edge, so I located them by per-column/row opaque-pixel troughs (seams), finding the target car's tight bounding box at x 289–359, y 0–130 → a 71×131 portrait crop (ratio ≈ 0.54). **One thing worth flagging:** The task described this as pure scene assembly, but the validator (`scripts/test.gd`) also requires the camera to be `current` and `zoom ≈ 0.5` (neither mentioned in the prose). I set `zoom = (0.5, 0.5)`. For `current`: the test harness loads the car scene *twice* (once via the pre-instanced `Main`, once freshly), and in the installed Godot **4.4** the first camera to enter keeps "current" , a later identical one can't steal it, and there's no `current` property in the scene file (only a runtime `make_current()`). The validator forbids a script only on the root `Car` node, so I added a 1-line `make_current()` script to the **Camera2D** child (`scripts/car_camera.gd`) so the live car's camera becomes active. If your grading uses Godot 4.5 (the project's target), that camera-script may be unnecessary , let me know and I can drop it. Result: `VALIDATION_PASSED: Car scene hierarchy matches tutorial setup`.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
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_PASSED: Car scene hierarchy matches tutorial setup

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_f74f38f26d594527. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_f74f38f26d594527 · verifier authoritative; classifier explanatory.