Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Implement cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
The English summary is being prepared. Showing the original description.
Run score Not tested
See how to installReview the instructions the agent will receive before you install.
| Player action / design goal | Choose | MANDATORY script |
|---|---|---|
| Exact button combo / Konami | Time-windowed input sequence | secret_sequence_combo_matcher.gd (+ secret_konami_legacy_code.gd for classic mapping) |
| Mash / click N times on a prop | Spam threshold | secret_interaction_spam_tracker.gd |
| Face a wall / look at a spot | Dot-product look-at (not ray spam) | secret_visibility_detector.gd |
| Clear X% of content / true ending | Progress % unlock | secret_progress_threshold_unlocker.gd |
| Rare vendor / ghost encounter | Weighted random encounter | secret_random_encounter_spawner.gd |
| Persist unlock across save slots | Meta secrets.cfg | secret_meta_persistence.gd |
| Stop macro brute-force | Lockout guard | secret_lockout_cheat_guard.gd |
| Secret grants stats/items in P2P | Server/peer validation | godot-adapt-single-to-multiplayer — validate unlock before applying combat/economy advantages |
Do NOT invent a fourth custom detector until the table above fails.
Expert logic for saving global unlocks and discovery flags across all save profiles.
View-dependent hidden wall detection using optimized Dot Product calculations.
MANDATORY for combos — Time-sensitive input buffer with suffix/window match (not full-buffer equality).
Logic for tracking repetitive player actions to trigger curiosity-based Easter Eggs.
Spatial logic for dynamically adjusting AudioBus effects in sealed or hidden areas.
Percentage-based unlocker for meta-content and 'True Ending' triggers.
Weighted random system for rarest-tier entities and secret vendor encounters.
Anti-brute-force lockout manager to protect secret integrity.
Subtle procedural visual cues for hinting at hidden interactables.
Specialized implementation of the iconic Konami code using the buffer matcher.
DEPRECATED — legacy helpers superseded by secret_* scripts. Do not wire new scenes here; migrate to secret_sequence_combo_matcher.gd, secret_interaction_spam_tracker.gd, and secret_meta_persistence.gd.
# Attach SecretSequenceComboMatcher (class_name) as a child of GameManager / Player
@onready var combo: SecretSequenceComboMatcher = $SecretSequenceComboMatcher
func _ready() -> void:
# Default sequences Dictionary already includes "Konami"; override or add:
combo.sequences = {
"GodMode": ["ui_up", "ui_up", "ui_down", "ui_down", "ui_left", "ui_right", "ui_left", "ui_right"]
}
combo.combo_achieved.connect(_on_cheat_unlocked)
func _on_cheat_unlocked(combo_name: String) -> void:
print("Unlocked: ", combo_name)
# Meta flag — NOT the per-slot SaveManager payload
SecretMetaPersistence.unlock_secret("god_mode") # via secret_meta_persistence.gd API
_process — Frame-dependent polling is unreliable for fast combos. Always use an event-based buffer like secret_sequence_combo_matcher.gd.secret_visibility_detector.gd for overhead efficiency.secret_meta_persistence.gd.PlayerPrefs (Godot's equivalent of Settings) for secrets — Use a dedicated user://secrets.cfg.secret_lockout_cheat_guard.gd to add a penalty for excessive failures.secret_audio_environment_occluder.gd to change the atmosphere._process.MANDATORY when building achievement galleries, lore journals, or ghosted-secret visibility: read secrets-meta-patterns.md. Do NOT Load for basic combo/spam/look-at triggers — use the decision tree scripts above.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
_input / _unhandled_input), is_action_pressed, and echo filtering for cheat buffers._process polling.get_actions / event.is_action_pressed).user://secrets.cfg / user://meta_secrets.cfg placement across platforms.SecretData Resource patterns, emit_changed, and achievement bridges.sequence_matched / secret_spam_triggered buses so UI, audio, and achievements react without hard-wiring detectors.user://meta_secrets.cfg while run progress stays in versioned save slots.SecretData / lore Resources with emit_changed for achievement and journal bridges.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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