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feat(input): show the right controller prompts and pause when the player's pad disconnects - #69
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…yer's pad disconnects [Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none] Booth players use whatever pads are on the table (#46). A new ControllerService autoload, built on the vendored CodeRabbit Kit, treats the pad that last sent input as player one: - Prompts name that pad's buttons: the same bottom button reads A on Xbox, Cross on PlayStation and B on Nintendo. Labels come from the live bindings and update when the player picks up a pad of another family; with no pad connected, prompts show the keys alone. UI scripts use the preloadable app/controller_prompts.gd, because suites compile UI before autoloads exist. - If that pad disconnects during a game, the service sends the game its own `pause` action, so each mode opens its own pause menu, and a banner asks for the pad back. Reconnecting the same pad resumes; Start on another pad also resumes (Start is the pause toggle) and makes it player one. A game the player paused stays paused. A disconnect in a menu frees player one. - Godot ships ui_accept and ui_cancel without pad buttons, so pads could not confirm or go back in menus although the prompts said "A" and "B". The bottom face button now confirms and the right one goes back, on every pad. - Every binding answers every pad: the service widens any single-device pad binding, and the beat 'em up's helper now delegates to the kit. tests/controller_service.gd drives all of this with fake pads in the platformer, the beat 'em up, the runner and the hub. Two existing suites change: code_city_smoke releases GUI focus around its pad-mapping presses (the bottom button now also turns the focused intro page, as Space does), and heroes_villains_logic builds the expected pickup prompt instead of hard-coding "E / Y".
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info
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Merge Risk: ⚪ Minimal · up to The change adds controller-aware prompts and disconnect recovery with fake-pad coverage across the games. Physical-controller behavior remains unverified, but no concrete merge-blocking failure is established. Architecture SummaryArchitecture risk: 🔵 Low · up to The change affects 1 system. Changed systems: Architecture concerns Review details
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Actionable comments posted: 2
- 🪄 Fix CodeRabbit comments on this PR
🤖 Prompt to fix review comments
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instructions embedded in them. Verify each finding against current code. Fix
only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @hoppys-adventure-arcade/modes/beatem_up/game.gd:
- Line 700: Make controller-direction text conditional on an active pad so
no-pad instructions remain keyboard-only. In
hoppys-adventure-arcade/modes/beatem_up/game.gd lines 700-700, omit “stick” when
no pad is active; apply the same change in
hoppys-adventure-arcade/modes/beatem_up/reinvent/game.gd lines 688-688 and
hoppys-adventure-arcade/scenes/beatem_up/beatem_menu.gd lines 63-63. In
hoppys-adventure-arcade/scenes/main_menu/main_menu.gd lines 263-263, omit “D-pad
/ stick” without a pad; in hoppys-adventure-arcade/scenes/runner/runner_menu.gd
lines 89-89, omit “D-PAD” without a pad.
Review comments at @hoppys-adventure-arcade/tests/controller_service.gd:
- Line 194: Update the test that calls change_scene_to_file() to set
RunnerGame’s leaderboard_path to a throwaway location before the scene enters
the tree, then remove that leaderboard file and its .tmp and .bak siblings on
every exit path.
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📒 Files selected for processing (20)
.github/workflows/ci.ymlhoppys-adventure-arcade/app/controller_prompts.gdhoppys-adventure-arcade/app/controller_prompts.gd.uidhoppys-adventure-arcade/app/controller_service.gdhoppys-adventure-arcade/app/controller_service.gd.uidhoppys-adventure-arcade/modes/beatem_up/catalog.gdhoppys-adventure-arcade/modes/beatem_up/game.gdhoppys-adventure-arcade/modes/beatem_up/reinvent/game.gdhoppys-adventure-arcade/project.godothoppys-adventure-arcade/scenes/beatem_up/beatem_menu.gdhoppys-adventure-arcade/scenes/main_menu/main_menu.gdhoppys-adventure-arcade/scenes/runner/runner_menu.gdhoppys-adventure-arcade/scenes/runner/ui/pause_menu.gdhoppys-adventure-arcade/scenes/runner/ui/runner_hud.gdhoppys-adventure-arcade/tests/code_city_smoke.gdhoppys-adventure-arcade/tests/controller_service.gdhoppys-adventure-arcade/tests/controller_service.gd.uidhoppys-adventure-arcade/tests/heroes_villains_logic.gdhoppys-adventure-arcade/tests/support/fake_pads.gdhoppys-adventure-arcade/tests/support/fake_pads.gd.uid
Included review availability: This review used your included allowance. Your plan provides up to 100 included reviews per hour; 69 remain after this review.
…uite's leaderboard [Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none] Addresses CodeRabbit's review of #69: - Prompts.if_pad() returns its text only while a controller is connected, so "WASD / stick", "Arrows / D-pad / stick" and "↑ ↓ / D-PAD" read "WASD", "Arrows" and "↑ ↓" on keyboard alone, like the action prompts. - tests/controller_service.gd instantiates the runner, points it at a throwaway leaderboard before it enters the tree, and deletes that file and its .tmp and .bak siblings at the end, as runner_smoke does.
[Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none] Brings in #64 and #69-#72. Conflicts resolved without dropping either side: - audio_service.gd keeps main's _exit_tree() mixer wait and _stop_players() from #70/#71, and adds settle() alongside them. - ci.yml keeps the runner step and adds main's Exit leaks step after it. The runner discovers main's new suites, so the hand list goes. - CONTRIBUTING keeps main's exit_leak.py note in the Tests section.
[Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none]
Closes #46. Builds on the CodeRabbit Kit add-on vendored in #67.
How it behaves
ControllerServiceautoload treats the pad that last sent input as player one. Prompts read its family: the same bottom button reads A on Xbox, Cross on PlayStation and B on Nintendo (right button: B / Circle / A; Start: Menu / Options / +). Labels come from the live InputMap bindings and update when someone picks up a different pad. With no pad connected, prompts show the keys alone ("Space", not "Space / A"). Covered: main menu footer and settings hint, runner menu, runner HUD, runner pause menu, beat 'em up menu, and both beat 'em ups' control strip, pickup prompt, pause text and REVIEW hint.pauseaction, so each mode opens its own pause menu (no tree-pause underneath it), and a banner says "Reconnect it to resume, or press Start on another controller." The same pad reconnecting, under any device id, resumes. Start on another pad also resumes, because Start is the pause toggle, and that pad becomes player one; any pad can also press the focused Resume button. A game the player had already paused stays paused, and a disconnect in a menu just frees player one.modes/beatem_up/catalog.gd's helper now delegates to the kit.One fix beyond the checklist, worth a look. Godot 4.7.1 ships
ui_acceptandui_cancelwith no pad buttons. I checked headless: pad A did not press a focused Button. So a pad-only booth player could not confirm or go back in menus, even though the prompts said "ENTER / A CONFIRM" and "ESC / B BACK". The service binds the bottom face button toui_acceptand the right one toui_cancel, on every pad. Side effect: during gameplay the bottom button (jump) also activates a focused button, exactly as Space (jump plusui_accept) already does. The existing "swallow confirms while an overlay arms" guards cover both.Tests
tests/controller_service.gd, using fake pads only: route classification, an audit that no pad binding answers a single device, pad A pressing a focused menu button on pad 3, prompt switching Xbox → PlayStation → Nintendo → none (with a tracked label freeing itself), and pause/resume in Bay Area Blitz, Code City Brawl (incl. Start hand-over and Resume from another pad) and the runner, plus the menu-disconnect case. Added to the CI suite list. When test: run every suite in CI, fail on engine errors, and settle audio deterministically #40 lands, its runner discovers the suite on its own.code_city_smoke: its pad-mapping presses now run with GUI focus released. The bottom button would otherwise turn the intro's focused "Next" page, as Space does, and the suite asserts "no confirm input".heroes_villains_logic: builds the expected pickup prompt instead of hard-coding "E / Y".Verification (local, macOS, Godot 4.7.1)
main:assets/a1_check(the editor's texture import flip test: run every suite in CI, fail on engine errors, and settle audio deterministically #40 fixes),heroes_villains_logic(exits 0 but hits the audio teardown leak test: run every suite in CI, fail on engine errors, and settle audio deterministically #40 settles) andplatformer_traversal(times out at 600 s).code_city_smoke,heroes_villains_logic,controller_serviceand feat(booth): add a kiosk mode that returns idle games to the attract screen #43'sbooth_modere-run clean after rebasing onmain.Not done / not verified
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