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Build Godot games with GDScript, native gameplay assertions and sandboxed Web exports. Use for Godot Studio project and game-mechanic tasks.

AI & Automation 957 stars 79 forks Updated today MIT

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Skill Content

# Game source and proof Project: `project.godot`; scene: `scenes/Main.tscn`; starter mechanics: `scripts/main.gd`. Lumen draws its own art and supports keyboard and pointer/touch destinations. ```sh sh "$GODOT_SKILLS/godot/scripts/export-web.sh" ``` The helper copies source (excluding build/cache directories), imports, runs `scripts/proof.gd`, then exports the Web preset into fresh staging. `GODOT_BIN` selects an editor, and `GODOT_WEB_TEMPLATE` an optional matching single-threaded release template. Node 20+ bootstraps through the package helper. Proof must instantiate real gameplay and assert meaningful state transitions. On success it writes `{"passed":true,"checks":[...]}` to `HARNESS_BUILD_DIR/proof.json`; on failure exit nonzero. A missing receipt is failure even if Godot exits zero. Keep assertions relevant when replacing the starter. A standalone proof can write to Godot's user data directory when that environment variable is unset. Use `_physics_process` for movement and keep per-frame work bounded. Preserve keyboard, touch/click, pause and restart when useful for the requested game. The custom `web/shell.html` exposes actual game state through JavaScriptBridge, not a parallel simulated game. The build verdict means native assertions and export passed. Verify the exported game in the actual shared viewer before claiming browser readiness. A browser playthrough must exercise game results, not just see a canvas. The viewer requires a single-threaded export (Godot...

Details

Author
autonomous-ai
Repository
autonomous-ai/openharness
Created
1 months ago
Last Updated
today
Language
C
License
MIT

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