Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
| 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.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.