Add combat combo gameplay
This commit is contained in:
87
tests/test_combo_hud.gd
Normal file
87
tests/test_combo_hud.gd
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@@ -0,0 +1,87 @@
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extends SceneTree
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var failures: Array[String] = []
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func _init() -> void:
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var scene: PackedScene = load("res://scenes/main/main.tscn")
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if scene == null:
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push_error("Could not load main.tscn")
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quit(1)
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return
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var main: Node = scene.instantiate()
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get_root().add_child(main)
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var player: Node = main.get_node_or_null("Player")
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if player == null:
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failures.append("Missing Player")
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elif not player.has_signal("combo_window_cleared"):
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failures.append("Player should expose combo_window_cleared")
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if not main.has_method("_play_combo_clear_animation"):
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failures.append("Main should implement _play_combo_clear_animation")
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if not main.has_method("_on_energy_changed"):
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failures.append("Main should implement _on_energy_changed")
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if not main.has_method("_on_health_changed"):
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failures.append("Main should implement _on_health_changed")
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if not main.has_method("_on_charge_changed"):
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failures.append("Main should implement _on_charge_changed")
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var status_bars: Node = main.get_node_or_null("RhythmFeedback/StatusBars")
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if status_bars == null:
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failures.append("Missing StatusBars")
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else:
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var health_bar := status_bars.get_node_or_null("HealthBar")
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if health_bar == null:
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failures.append("Missing HealthBar")
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elif not health_bar is ProgressBar:
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failures.append("HealthBar should be a ProgressBar")
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var energy_bar := status_bars.get_node_or_null("EnergyBar")
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if energy_bar == null:
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failures.append("Missing EnergyBar")
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else:
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for index: int in range(10):
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var segment := energy_bar.get_node_or_null("Segment%d" % index)
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if segment == null:
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failures.append("Missing energy segment %d" % index)
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elif not segment is Panel:
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failures.append("Energy segment %d should be a Panel" % index)
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var charge_bar := status_bars.get_node_or_null("ChargeBar")
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if charge_bar == null:
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failures.append("Missing ChargeBar")
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elif not charge_bar is ProgressBar:
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failures.append("ChargeBar should be a ProgressBar")
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elif main.has_method("_on_charge_changed") and main.has_method("_update_charge_bar_flash"):
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main.set("charge_bar", charge_bar)
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main.call("_on_charge_changed", 1.1, 1.1, true, true)
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main.call("_update_charge_bar_flash", 0.13)
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var flashing_alpha: float = charge_bar.modulate.a
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main.call("_on_charge_changed", 1.1, 1.1, true, true)
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if is_equal_approx(charge_bar.modulate.a, 1.0):
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failures.append("Ready charge updates should not reset ChargeBar flash alpha")
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if not is_equal_approx(charge_bar.modulate.a, flashing_alpha):
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failures.append("Ready charge updates should preserve ChargeBar flash alpha")
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var combo_window: Node = main.get_node_or_null("RhythmFeedback/ComboWindow")
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if combo_window == null:
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failures.append("Missing ComboWindow")
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else:
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for index: int in range(4):
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var slot := combo_window.get_node_or_null("Slot%d" % index)
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if slot == null:
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failures.append("Missing visual slot %d" % index)
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continue
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if not slot is PanelContainer:
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failures.append("Slot%d should be a PanelContainer" % index)
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if slot.get_node_or_null("Key") == null:
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failures.append("Slot%d should contain Key label" % index)
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main.free()
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if failures.is_empty():
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print("PASS combo hud")
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quit(0)
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else:
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for failure: String in failures:
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push_error(failure)
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quit(1)
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1
tests/test_combo_hud.gd.uid
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1
tests/test_combo_hud.gd.uid
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@@ -0,0 +1 @@
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uid://sp5kvov8rll3
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209
tests/test_combo_window.gd
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209
tests/test_combo_window.gd
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@@ -0,0 +1,209 @@
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extends SceneTree
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var failures: Array[String] = []
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func _init() -> void:
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var window_script: Script = load("res://scenes/combat/combo_window.gd")
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var resolver_script: Script = load("res://scenes/combat/input_resolver.gd")
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if window_script == null:
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failures.append("Missing combo_window.gd")
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_finish()
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return
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if resolver_script == null:
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failures.append("Missing input_resolver.gd")
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_finish()
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return
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var window: RefCounted = window_script.new()
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window.record("A")
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window.record("Ø")
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window.record("SP")
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_expect_array(window.get_slots(), ["A", "Ø", "SP"], "miss placeholder should be visible in slots")
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_expect_string(window.get_pattern(), "ASP", "miss placeholder should be ignored by pattern")
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window.clear("test-reset")
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window.record("W")
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window.record("A")
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window.record("S")
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_expect_array(window.get_slots(), ["W", "A", "S"], "three recorded slots")
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window.record("SP")
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_expect_array(window.get_slots(), ["W", "A", "S", "SP"], "fourth input should be visible before clear")
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_expect_string(window.consume_pending_clear_reason(), "full", "fourth input should request full clear")
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window.clear("test-reset")
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window.record("W")
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var resolved: Dictionary = resolver_script.resolve(window)
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_expect_bool(resolved.is_empty(), true, "W alone should not resolve a skill")
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window.record("A")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_wa", "W+A skill")
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_expect_array(window.get_slots(), ["W", "A"], "W+A should be visible before skill clear")
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window.clear("test-reset")
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window.record("W")
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window.record("Ø")
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window.record("A")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_a", "miss should break W+A into trailing A only")
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window.clear("test-reset")
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window.record("W")
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resolved = resolver_script.resolve(window)
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_expect_bool(resolved.is_empty(), true, "W alone should not resolve before mirrored W+D")
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window.record("D")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_wd", "W+D should mirror W+A skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_wa", "W+D should reuse W+A animation")
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_expect_string(str(resolved.get("displacement", "")), "right", "W+D should move right")
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_expect_array(window.get_slots(), ["W", "D"], "W+D should be visible before skill clear")
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window.clear("test-reset")
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window.record("A")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_a", "A skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a", "A should play row 10 animation")
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_expect_string(str(resolved.get("displacement", "")), "left", "A should move left")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "A skill should not clear window")
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window.record("A")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_aa", "A+A skill")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "A+A skill should not clear window")
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window.record("A")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_aaa", "A+A+A skill")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "A+A+A skill should not clear window")
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_expect_array(window.get_slots(), ["A", "A", "A"], "A+A+A should be visible before skill clear")
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window.clear("test-reset")
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window.record("D")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_d", "D skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a", "D should reuse row 10 animation")
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_expect_string(str(resolved.get("displacement", "")), "right", "D should move right")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "D skill should not clear window")
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window.record("D")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_dd", "D+D should mirror A+A skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_aa", "D+D should reuse A+A animation")
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window.record("D")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_ddd", "D+D+D should mirror A+A+A skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_aaa", "D+D+D should reuse A+A+A animation")
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_expect_array(window.get_slots(), ["D", "D", "D"], "D+D+D should be visible before skill clear")
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window.clear("test-reset")
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window.record("A")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_a_space", "A+Space skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a_space", "A+Space should play row 17 animation")
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_expect_string(str(resolved.get("displacement", "")), "left", "A+Space should move left")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "A+Space should clear window")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_a_space_space", "A+Space+Space skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a_space_space", "A+Space+Space should play row 15 animation")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "A+Space+Space should clear window")
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window.clear("test-reset")
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window.record("D")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_d_space", "D+Space skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a_space", "D+Space should reuse row 17 animation")
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_expect_string(str(resolved.get("displacement", "")), "right", "D+Space should move right")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "D+Space should clear window")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_d_space_space", "D+Space+Space skill")
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_expect_string(str(resolved.get("animation", "")), "warrior_a_space_space", "D+Space+Space should reuse row 15 animation")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "D+Space+Space should clear window")
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window.clear("test-reset")
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window.record("A")
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window.record("A")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_aa_space", "A+A+Space skill")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "A+A+Space should clear window")
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window.clear("test-reset")
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window.record("A")
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window.record("D")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_ad_space", "A+D+Space skill")
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_expect_string(str(resolved.get("displacement", "")), "right", "A+D+Space should move toward the last direction")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "A+D+Space should clear window")
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window.clear("test-reset")
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window.record("D")
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window.record("A")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_da_space", "D+A+Space skill")
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_expect_string(str(resolved.get("displacement", "")), "left", "D+A+Space should move toward the last direction")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "D+A+Space should clear window")
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window.clear("test-reset")
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window.record("D")
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window.record("D")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_dd_space", "D+D+Space skill")
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_expect_bool(bool(resolved.get("clear_window", false)), true, "D+D+Space should clear window")
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window.clear("test-reset")
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window.record("S")
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resolved = resolver_script.resolve(window)
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_expect_bool(resolved.is_empty(), true, "S alone should not resolve a skill")
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window.record("Ø")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_bool(resolved.is_empty(), true, "S miss Space should not resolve projectile skill")
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window.clear("test-reset")
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window.record("S")
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resolved = resolver_script.resolve(window)
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_expect_bool(resolved.is_empty(), true, "S alone should not resolve a skill")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_s_projectile_1", "S+Space skill")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "S+Space skill should not clear window")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_s_projectile_2", "S+Space+Space skill")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "S+Space+Space skill should not clear window")
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window.record("SP")
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resolved = resolver_script.resolve(window)
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_expect_string(str(resolved.get("id", "")), "skill_s_projectile_3", "S+Space+Space+Space skill")
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_expect_bool(bool(resolved.get("clear_window", true)), false, "S+Space+Space+Space skill should not clear window")
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_expect_array(window.get_slots(), ["S", "SP", "SP", "SP"], "S projectile chain should fill four slots before clear")
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_finish()
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func _expect_array(actual: Array, expected: Array, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _expect_string(actual: String, expected: String, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _expect_bool(actual: bool, expected: bool, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _finish() -> void:
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if failures.is_empty():
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print("PASS combo window")
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quit(0)
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else:
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for failure: String in failures:
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push_error(failure)
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quit(1)
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1
tests/test_combo_window.gd.uid
Normal file
1
tests/test_combo_window.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://bti6vtxunhyq5
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172
tests/test_player_air_attack.gd
Normal file
172
tests/test_player_air_attack.gd
Normal file
@@ -0,0 +1,172 @@
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extends SceneTree
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const WARRIOR_TEXTURE := "res://assets/art/characters/warrior_man_sheet.png"
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const WARRIOR_WOMAN_TEXTURE := "res://assets/art/characters/warrior_woman_sheet.png"
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const CHARGE_EFFECT_TEXTURE := "res://assets/art/effects/effect_hp_mp_sheet.png"
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const EFFECT_TEXTURE := "res://assets/art/effects/effect_sheet.png"
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const WARRIOR_COLUMNS := 16
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const WARRIOR_ROWS := 25
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var failures: Array[String] = []
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func _init() -> void:
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var scene: PackedScene = load("res://scenes/characters/player.tscn")
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if scene == null:
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push_error("Could not load player.tscn")
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quit(1)
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return
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var player: Node = scene.instantiate()
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get_root().add_child(player)
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var animation_player: AnimationPlayer = player.get_node("AnimationPlayer") as AnimationPlayer
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_expect_action_has_key("player_w", KEY_W)
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_expect_action_has_key("player_a", KEY_A)
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_expect_action_has_key("player_d", KEY_D)
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_expect_action_has_key("player_s", KEY_S)
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_expect_action_has_key("player_space", KEY_SPACE)
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_expect_warrior_animation(animation_player, "warrior_idle", 1, 8)
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_expect_warrior_animation(animation_player, "warrior_w", 6, 6)
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_expect_warrior_animation(animation_player, "warrior_wa", 7, 5)
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_expect_warrior_animation(animation_player, "warrior_s", 9, 10)
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_expect_warrior_animation(animation_player, "warrior_a", 10, 7)
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_expect_warrior_animation(animation_player, "warrior_aa", 11, 5)
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_expect_warrior_animation(animation_player, "warrior_aaa", 12, 8)
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_expect_warrior_animation(animation_player, "warrior_s_projectile", 14, 13)
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_expect_warrior_animation(animation_player, "warrior_charge_release", 13, 16, WARRIOR_WOMAN_TEXTURE)
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_expect_warrior_animation(animation_player, "warrior_a_space_space", 15, 12)
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_expect_warrior_animation(animation_player, "warrior_a_space", 17, 10)
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_expect_charge_effect(player)
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if animation_player.has_animation("player_punch"):
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failures.append("Old player_punch animation should be removed")
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if animation_player.has_animation("挥砍"):
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failures.append("Old slash animation should be removed")
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player.call("submit_combo_input", "W")
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_expect_string(str(player.get("last_requested_skill_id")), "", "W alone should not request a skill")
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player.call("submit_combo_input", "A")
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_expect_string(str(player.get("last_requested_skill_id")), "skill_wa", "W+A should request row 7 skill")
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_expect_string(str(player.get("current_skill_animation")), "warrior_wa", "W+A should play warrior_wa")
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var projectile := PlayerProjectile.new()
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get_root().add_child(projectile)
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_expect_projectile_animation(projectile)
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projectile.queue_free()
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player.queue_free()
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_finish()
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|
||||
func _expect_action_has_key(action_name: String, key: Key) -> void:
|
||||
if not InputMap.has_action(action_name):
|
||||
failures.append("Missing input action: %s" % action_name)
|
||||
return
|
||||
for event: InputEvent in InputMap.action_get_events(action_name):
|
||||
var key_event := event as InputEventKey
|
||||
if key_event != null and (key_event.keycode == key or key_event.physical_keycode == key):
|
||||
return
|
||||
failures.append("Input action %s should be bound to key %s" % [action_name, OS.get_keycode_string(key)])
|
||||
|
||||
|
||||
func _expect_warrior_animation(animation_player: AnimationPlayer, animation_name: String, row: int, expected_frames: int, texture_path := WARRIOR_TEXTURE) -> void:
|
||||
if not animation_player.has_animation(animation_name):
|
||||
failures.append("Missing animation: %s" % animation_name)
|
||||
return
|
||||
var animation: Animation = animation_player.get_animation(animation_name)
|
||||
var hframes_found := false
|
||||
var vframes_found := false
|
||||
var texture_found := false
|
||||
var frame_values: Array[int] = []
|
||||
for track_index: int in range(animation.get_track_count()):
|
||||
var track_path := animation.track_get_path(track_index)
|
||||
if track_path == NodePath("CharacterSprite:texture"):
|
||||
var texture: Texture2D = animation.track_get_key_value(track_index, 0)
|
||||
texture_found = texture != null and texture.resource_path == texture_path
|
||||
elif track_path == NodePath("CharacterSprite:hframes"):
|
||||
hframes_found = true
|
||||
var hframes: int = animation.track_get_key_value(track_index, 0)
|
||||
if hframes != WARRIOR_COLUMNS:
|
||||
failures.append("%s hframes expected %d, got %d" % [animation_name, WARRIOR_COLUMNS, hframes])
|
||||
elif track_path == NodePath("CharacterSprite:vframes"):
|
||||
vframes_found = true
|
||||
var vframes: int = animation.track_get_key_value(track_index, 0)
|
||||
if vframes != WARRIOR_ROWS:
|
||||
failures.append("%s vframes expected %d, got %d" % [animation_name, WARRIOR_ROWS, vframes])
|
||||
elif track_path == NodePath("CharacterSprite:frame"):
|
||||
for key_index: int in range(animation.track_get_key_count(track_index)):
|
||||
frame_values.append(animation.track_get_key_value(track_index, key_index))
|
||||
if not texture_found:
|
||||
failures.append("%s should use %s" % [animation_name, texture_path])
|
||||
if not hframes_found:
|
||||
failures.append("Missing hframes track: %s" % animation_name)
|
||||
if not vframes_found:
|
||||
failures.append("Missing vframes track: %s" % animation_name)
|
||||
if frame_values.size() != expected_frames:
|
||||
failures.append("%s should key %d frames, got %d" % [animation_name, expected_frames, frame_values.size()])
|
||||
var first_frame := (row - 1) * WARRIOR_COLUMNS
|
||||
for index: int in range(frame_values.size()):
|
||||
var expected := first_frame + index
|
||||
if frame_values[index] != expected:
|
||||
failures.append("%s frame %d expected sheet frame %d, got %d" % [
|
||||
animation_name,
|
||||
index,
|
||||
expected,
|
||||
frame_values[index],
|
||||
])
|
||||
|
||||
|
||||
func _expect_string(actual: String, expected: String, label: String) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_projectile_animation(projectile: Node) -> void:
|
||||
if projectile.get_child_count() == 0:
|
||||
failures.append("Projectile should create a Sprite2D child")
|
||||
return
|
||||
var sprite := projectile.get_child(0) as Sprite2D
|
||||
if sprite == null:
|
||||
failures.append("Projectile child should be Sprite2D")
|
||||
return
|
||||
if sprite.texture == null or sprite.texture.resource_path != EFFECT_TEXTURE:
|
||||
failures.append("Projectile should use %s" % EFFECT_TEXTURE)
|
||||
if sprite.hframes != 6:
|
||||
failures.append("Projectile hframes expected 6, got %d" % sprite.hframes)
|
||||
if sprite.vframes != 2:
|
||||
failures.append("Projectile vframes expected 2, got %d" % sprite.vframes)
|
||||
projectile.call("_process", 0.0)
|
||||
if sprite.frame != 0:
|
||||
failures.append("Projectile first frame expected 0, got %d" % sprite.frame)
|
||||
projectile.call("_process", 0.18)
|
||||
if sprite.frame != 3:
|
||||
failures.append("Projectile should use first row frame 3 after 0.18s, got %d" % sprite.frame)
|
||||
|
||||
|
||||
func _expect_charge_effect(player: Node) -> void:
|
||||
var sprite := player.get_node_or_null("ChargeEffectSprite") as Sprite2D
|
||||
if sprite == null:
|
||||
failures.append("Player should include ChargeEffectSprite")
|
||||
return
|
||||
if sprite.texture == null or sprite.texture.resource_path != CHARGE_EFFECT_TEXTURE:
|
||||
failures.append("Charge effect should use %s" % CHARGE_EFFECT_TEXTURE)
|
||||
if sprite.hframes != 5:
|
||||
failures.append("Charge effect hframes expected 5, got %d" % sprite.hframes)
|
||||
if sprite.vframes != 2:
|
||||
failures.append("Charge effect vframes expected 2, got %d" % sprite.vframes)
|
||||
if sprite.z_index < 1:
|
||||
failures.append("Charge effect should draw above the player feet, got z_index %d" % sprite.z_index)
|
||||
if sprite.visible:
|
||||
failures.append("Charge effect should start hidden")
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
if failures.is_empty():
|
||||
print("PASS player warrior actions")
|
||||
quit(0)
|
||||
else:
|
||||
for failure: String in failures:
|
||||
push_error(failure)
|
||||
quit(1)
|
||||
1
tests/test_player_air_attack.gd.uid
Normal file
1
tests/test_player_air_attack.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://de8rucje4ky17
|
||||
510
tests/test_player_combo_input.gd
Normal file
510
tests/test_player_combo_input.gd
Normal file
@@ -0,0 +1,510 @@
|
||||
extends SceneTree
|
||||
|
||||
var failures: Array[String] = []
|
||||
var requested_skills: Array[String] = []
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
var scene: PackedScene = load("res://scenes/characters/player.tscn")
|
||||
if scene == null:
|
||||
push_error("Could not load player.tscn")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var player: Node = scene.instantiate()
|
||||
get_root().add_child(player)
|
||||
var animation_player: AnimationPlayer = player.get_node("AnimationPlayer") as AnimationPlayer
|
||||
var supports_energy := player.has_method("get_energy") and player.has_method("get_max_energy")
|
||||
var supports_charge := player.has_method("get_charge") and player.has_method("get_max_charge") and player.has_method("is_charge_active") and player.has_method("is_charge_ready")
|
||||
if player.has_signal("skill_requested"):
|
||||
player.connect("skill_requested", _on_skill_requested)
|
||||
else:
|
||||
failures.append("Player missing skill_requested signal")
|
||||
if not player.has_signal("charge_changed"):
|
||||
failures.append("Player should expose charge_changed signal")
|
||||
if supports_charge:
|
||||
_expect_zero(player.call("get_charge"), "charge should start empty")
|
||||
_expect_bool(player.call("is_charge_ready"), false, "charge should not start ready")
|
||||
else:
|
||||
failures.append("Player should expose charge getters")
|
||||
if not player.has_signal("energy_changed"):
|
||||
failures.append("Player should expose energy_changed signal")
|
||||
if not player.has_signal("health_changed"):
|
||||
failures.append("Player should expose health_changed signal")
|
||||
if supports_energy:
|
||||
_expect_int(player.call("get_max_energy"), 10, "energy bar should have ten segments")
|
||||
_expect_int(player.call("get_energy"), 0, "energy should start empty")
|
||||
else:
|
||||
failures.append("Player should expose get_energy and get_max_energy")
|
||||
if player.has_method("get_health") and player.has_method("get_max_health"):
|
||||
_expect_int(player.call("get_health"), player.call("get_max_health"), "health should start full")
|
||||
else:
|
||||
failures.append("Player should expose get_health and get_max_health")
|
||||
|
||||
_expect_action("player_w", KEY_W)
|
||||
_expect_action("player_a", KEY_A)
|
||||
_expect_action("player_d", KEY_D)
|
||||
_expect_action("player_s", KEY_S)
|
||||
_expect_action("player_space", KEY_SPACE)
|
||||
|
||||
var w_event := InputEventKey.new()
|
||||
w_event.pressed = true
|
||||
w_event.physical_keycode = KEY_W
|
||||
player.call("_input", w_event)
|
||||
w_event.echo = true
|
||||
player.call("_input", w_event)
|
||||
_expect_array(player.call("get_combo_slots"), ["W"], "W key press should enter once and ignore echo repeat")
|
||||
_expect_no_skill_requested("W alone should not request a skill")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
var a_event := InputEventKey.new()
|
||||
a_event.pressed = true
|
||||
a_event.physical_keycode = KEY_A
|
||||
player.call("_input", a_event)
|
||||
_expect_array(player.call("get_combo_slots"), ["A"], "A alone should stay visible in the combo window")
|
||||
_expect_last_skill("skill_a", "A should request row 10 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "A should play row 10 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "A should lunge left")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
if supports_charge:
|
||||
player.call("_input", a_event)
|
||||
player.set("state", Character.State.IDLE)
|
||||
player.set("attack_time_left", 0.0)
|
||||
player.call("_process", 0.2)
|
||||
_expect_bool(player.call("is_charge_active"), true, "holding A after its animation should enter charge state")
|
||||
_expect_string(animation_player.current_animation, "warrior_idle", "holding A charge should keep idle animation")
|
||||
_expect_positive(player.call("get_charge"), "holding A should grow charge")
|
||||
var charge_effect := player.get_node_or_null("ChargeEffectSprite") as Sprite2D
|
||||
if charge_effect == null:
|
||||
failures.append("ChargeEffectSprite missing during A charge test")
|
||||
else:
|
||||
_expect_bool(charge_effect.visible, true, "holding A should show charge effect")
|
||||
requested_skills.clear()
|
||||
var a_release_event := InputEventKey.new()
|
||||
a_release_event.pressed = false
|
||||
a_release_event.physical_keycode = KEY_A
|
||||
player.call("_input", a_release_event)
|
||||
_expect_bool(player.call("is_charge_active"), false, "early A release should cancel charge")
|
||||
_expect_bool(player.call("is_charge_ready"), false, "early A release should not be ready")
|
||||
_expect_no_skill_requested("early A release should not request charge release skill")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
player.call("_input", a_event)
|
||||
player.set("state", Character.State.IDLE)
|
||||
player.set("attack_time_left", 0.0)
|
||||
player.call("_process", player.call("get_max_charge") + 0.1)
|
||||
_expect_bool(player.call("is_charge_ready"), true, "held A should become ready when charge is full")
|
||||
requested_skills.clear()
|
||||
player.call("_input", a_release_event)
|
||||
_expect_last_skill("skill_a_charge_release", "full A release should request charge release skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_charge_release", "full A release should play row 13 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "full A release should lunge left")
|
||||
_expect_bool(player.call("is_charge_active"), false, "full A release should leave charge state")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
player.call("_input", a_event)
|
||||
player.call("_input", a_event)
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "A"], "two separate A presses should both enter the combo window")
|
||||
_expect_last_skill("skill_aa", "A+A should request row 11 skill")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
player.call("_input", a_event)
|
||||
Input.action_press("player_a")
|
||||
player.call("handle_input")
|
||||
Input.action_release("player_a")
|
||||
_expect_array(player.call("get_combo_slots"), ["A"], "one A key event should not be recorded again by physics polling")
|
||||
_expect_last_skill("skill_a", "single A key event should still be the last requested skill after physics polling")
|
||||
player.call("flush_pending_combo_clear")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
var d_event := InputEventKey.new()
|
||||
d_event.pressed = true
|
||||
d_event.physical_keycode = KEY_D
|
||||
player.call("_input", d_event)
|
||||
_expect_array(player.call("get_combo_slots"), ["D"], "D key press should enter the combo window")
|
||||
_expect_last_skill("skill_d", "D should request mirrored row 10 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "D should reuse row 10 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "D should lunge right")
|
||||
player.call("flush_pending_combo_clear")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
if supports_charge:
|
||||
player.call("_input", d_event)
|
||||
player.set("state", Character.State.IDLE)
|
||||
player.set("attack_time_left", 0.0)
|
||||
player.call("_process", player.call("get_max_charge") + 0.1)
|
||||
var d_release_event := InputEventKey.new()
|
||||
d_release_event.pressed = false
|
||||
d_release_event.physical_keycode = KEY_D
|
||||
requested_skills.clear()
|
||||
player.call("_input", d_release_event)
|
||||
_expect_last_skill("skill_d_charge_release", "full D release should request charge release skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_charge_release", "full D release should reuse row 13 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "full D release should lunge right")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
requested_skills.clear()
|
||||
|
||||
Input.action_press("player_a")
|
||||
player.set("state", Character.State.IDLE)
|
||||
player.set("velocity", Vector2.ZERO)
|
||||
player.call("handle_input")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "A should move the player left")
|
||||
_expect_vector(player.get("heading"), Vector2.LEFT, "A should face left")
|
||||
_expect_array(player.call("get_combo_slots"), [], "physics-only movement polling should not write combo slots")
|
||||
Input.action_release("player_a")
|
||||
player.call("flush_pending_combo_clear")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
Input.action_press("player_d")
|
||||
player.set("state", Character.State.IDLE)
|
||||
player.set("velocity", Vector2.ZERO)
|
||||
player.call("handle_input")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "D should move the player right")
|
||||
_expect_vector(player.get("heading"), Vector2.RIGHT, "D should face right")
|
||||
Input.action_release("player_d")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
var unhandled_s_event := InputEventKey.new()
|
||||
unhandled_s_event.pressed = true
|
||||
unhandled_s_event.physical_keycode = KEY_S
|
||||
player.call("_unhandled_input", unhandled_s_event)
|
||||
_expect_array(player.call("get_combo_slots"), ["S"], "unhandled S should enter S")
|
||||
_expect_no_skill_requested("S alone should not request a skill")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "S", "miss")
|
||||
_expect_array(player.call("get_combo_slots"), ["Ø"], "miss should display Ø in the combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
if supports_energy:
|
||||
player.set("current_energy", 0)
|
||||
player.call("submit_combo_input", "W", "perfect")
|
||||
_expect_int(player.call("get_energy"), 2, "perfect input should add two energy segments")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.call("submit_combo_input", "A", "good")
|
||||
_expect_int(player.call("get_energy"), 3, "good input should add one energy segment")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.call("submit_combo_input", "D", "bad")
|
||||
_expect_int(player.call("get_energy"), 3, "bad input should not add energy")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.call("submit_combo_input", "S", "miss")
|
||||
_expect_int(player.call("get_energy"), 3, "miss input should not add energy")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.set("current_energy", 9)
|
||||
player.call("submit_combo_input", "W", "perfect")
|
||||
_expect_int(player.call("get_energy"), 10, "energy should cap at ten segments")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
requested_skills.clear()
|
||||
player.call("_play_skill_animation", "warrior_a", Vector2.LEFT)
|
||||
player.call("submit_combo_input", "A", "miss")
|
||||
_expect_array(player.call("get_combo_slots"), ["Ø"], "missed A should display Ø in the combo window")
|
||||
_expect_no_skill_requested("missed A should not request a skill")
|
||||
_expect_zero((player as CharacterBody2D).velocity.x, "missed A should stop horizontal lunge")
|
||||
_expect_int(int(player.get("state")), Character.State.IDLE, "missed A should return to idle state")
|
||||
_expect_string(animation_player.current_animation, "warrior_idle", "missed A should keep idle animation")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
requested_skills.clear()
|
||||
player.call("_play_skill_animation", "warrior_a", Vector2.RIGHT)
|
||||
player.call("submit_combo_input", "D", "miss")
|
||||
_expect_array(player.call("get_combo_slots"), ["Ø"], "missed D should display Ø in the combo window")
|
||||
_expect_no_skill_requested("missed D should not request a skill")
|
||||
_expect_zero((player as CharacterBody2D).velocity.x, "missed D should stop horizontal lunge")
|
||||
_expect_int(int(player.get("state")), Character.State.IDLE, "missed D should return to idle state")
|
||||
_expect_string(animation_player.current_animation, "warrior_idle", "missed D should keep idle animation")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "W", "perfect")
|
||||
player.call("submit_combo_input", "A", "good")
|
||||
_expect_array(player.call("get_combo_slots"), ["W", "A"], "W+A should stay visible after skill trigger")
|
||||
_expect_last_skill("skill_wa", "W+A should request row 7 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_wa", "W+A should play row 7 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "W+A should lunge left")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["W", "A"], "W+A should not clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "W", "perfect")
|
||||
player.call("submit_combo_input", "D", "good")
|
||||
_expect_array(player.call("get_combo_slots"), ["W", "D"], "W+D should stay visible after skill trigger")
|
||||
_expect_last_skill("skill_wd", "W+D should request mirrored row 7 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_wa", "W+D should reuse row 7 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "W+D should lunge right")
|
||||
_expect_vector(player.get("heading"), Vector2.RIGHT, "W+D should face right")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["W", "D"], "W+D should not clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "A", "A"], "A+A+A should stay visible after skill trigger")
|
||||
_expect_last_skill("skill_aaa", "A+A+A should request row 12 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_aaa", "A+A+A should play row 12 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "A+A+A should lunge left")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "A", "A"], "A+A+A should not clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "A", "A", "A"], "fourth A should still fill the old four-slot window before clear")
|
||||
_expect_last_skill("skill_a", "fourth A after A+A+A should play normal A animation")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "fourth A should fall back to row 10 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "fourth A should lunge left as a normal A")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "fourth A full window should clear after display")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "D", "D"], "D+D+D should stay visible after skill trigger")
|
||||
_expect_last_skill("skill_ddd", "D+D+D should request mirrored row 12 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_aaa", "D+D+D should reuse row 12 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "D+D+D should lunge right")
|
||||
_expect_vector(player.get("heading"), Vector2.RIGHT, "D+D+D should face right")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "D", "D"], "D+D+D should not clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "D", "D", "D"], "fourth D should still fill the old four-slot window before clear")
|
||||
_expect_last_skill("skill_d", "fourth D after D+D+D should play normal D animation")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a", "fourth D should fall back to row 10 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "fourth D should lunge right as a normal D")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "fourth D full window should clear after display")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "SP"], "A+Space should be visible before skill clear")
|
||||
_expect_last_skill("skill_a_space", "A+Space should request row 17 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space", "A+Space should play row 17 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "A+Space should lunge left")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "A+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "SP"], "D+Space should be visible before skill clear")
|
||||
_expect_last_skill("skill_d_space", "D+Space should request mirrored row 17 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space", "D+Space should reuse row 17 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "D+Space should lunge right")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "D+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "SP")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "SP", "SP"], "A+Space+Space should cancel the pending A+Space clear and stay visible before its own clear")
|
||||
_expect_last_skill("skill_a_space_space", "A+Space+Space should request row 15 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space_space", "A+Space+Space should play row 15 animation")
|
||||
_expect_negative((player as CharacterBody2D).velocity.x, "A+Space+Space should lunge left")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "A+Space+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "SP")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "SP", "SP"], "D+Space+Space should cancel the pending D+Space clear and stay visible before its own clear")
|
||||
_expect_last_skill("skill_d_space_space", "D+Space+Space should request mirrored row 15 skill")
|
||||
_expect_string(str(player.get("current_skill_animation")), "warrior_a_space_space", "D+Space+Space should reuse row 15 animation")
|
||||
_expect_positive((player as CharacterBody2D).velocity.x, "D+Space+Space should lunge right")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "D+Space+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "A")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["A", "A", "SP"], "A+A+Space should be visible before skill clear")
|
||||
_expect_last_skill("skill_aa_space", "A+A+Space should request clear skill")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "A+A+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "D")
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["D", "D", "SP"], "D+D+Space should be visible before skill clear")
|
||||
_expect_last_skill("skill_dd_space", "D+D+Space should request clear skill")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "D+D+Space should clear combo window")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "SP")
|
||||
_expect_array(player.call("get_combo_slots"), ["SP"], "Space should be visible before space clear")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "Space should clear combo window")
|
||||
|
||||
if supports_energy:
|
||||
player.set("current_energy", 0)
|
||||
player.call("submit_combo_input", "S", "perfect")
|
||||
player.call("submit_combo_input", "SP", "perfect")
|
||||
_expect_last_skill("skill_s_projectile_1", "S+Space should request projectile skill")
|
||||
_expect_projectile_count(1, "S+Space should fire one projectile")
|
||||
if supports_energy:
|
||||
_expect_int(player.call("get_energy"), 1, "S+Space should spend three energy after two perfect inputs")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["S", "SP"], "S+Space should not clear combo window")
|
||||
player.call("submit_combo_input", "SP", "perfect")
|
||||
_expect_last_skill("skill_s_projectile_2", "S+Space+Space should request projectile skill")
|
||||
_expect_projectile_count(2, "Second Space should fire another projectile")
|
||||
if supports_energy:
|
||||
_expect_int(player.call("get_energy"), 1, "S+Space+Space should spend two energy after the next perfect input")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), ["S", "SP", "SP"], "S+Space+Space should not clear combo window")
|
||||
player.call("submit_combo_input", "SP", "perfect")
|
||||
_expect_last_skill("skill_s_projectile_3", "S+Space+Space+Space should request projectile skill")
|
||||
_expect_projectile_count(3, "Third Space should fire another projectile")
|
||||
if supports_energy:
|
||||
_expect_int(player.call("get_energy"), 2, "S+Space+Space+Space should spend one energy after the next perfect input")
|
||||
_expect_array(player.call("get_combo_slots"), ["S", "SP", "SP", "SP"], "projectile chain should fill four slots before clear")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "projectile chain should clear combo window because four slots are full")
|
||||
|
||||
if supports_energy:
|
||||
requested_skills.clear()
|
||||
player.set("current_energy", 0)
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.call("submit_combo_input", "S", "bad")
|
||||
player.call("submit_combo_input", "SP", "bad")
|
||||
_expect_no_skill_requested("S+Space should not execute when energy is insufficient")
|
||||
_expect_projectile_count(3, "insufficient energy should not fire another projectile")
|
||||
_expect_int(player.call("get_energy"), 0, "insufficient projectile attempt should leave energy at zero")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
requested_skills.clear()
|
||||
if supports_energy:
|
||||
player.set("current_energy", 10)
|
||||
player.get("combo_window").clear("test-reset")
|
||||
player.call("submit_combo_input", "S", "perfect")
|
||||
player.call("submit_combo_input", "A", "miss")
|
||||
player.call("submit_combo_input", "SP", "perfect")
|
||||
_expect_array(player.call("get_combo_slots"), ["S", "Ø", "SP"], "miss should remain visible between S and Space")
|
||||
_expect_no_skill_requested("S miss Space should not execute projectile skill")
|
||||
_expect_projectile_count(3, "S miss Space should not fire another projectile")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "S miss Space should clear as a normal Space input")
|
||||
player.get("combo_window").clear("test-reset")
|
||||
|
||||
player.call("submit_combo_input", "W")
|
||||
player.call("submit_combo_input", "W")
|
||||
player.call("submit_combo_input", "W")
|
||||
player.call("submit_combo_input", "W")
|
||||
_expect_array(player.call("get_combo_slots"), ["W", "W", "W", "W"], "four non-skill inputs should be visible before clear")
|
||||
player.call("flush_pending_combo_clear")
|
||||
_expect_array(player.call("get_combo_slots"), [], "four non-skill inputs should clear combo window")
|
||||
|
||||
player.queue_free()
|
||||
_finish()
|
||||
|
||||
|
||||
func _expect_action(action_name: String, key: Key) -> void:
|
||||
if not InputMap.has_action(action_name):
|
||||
failures.append("Missing input action: %s" % action_name)
|
||||
return
|
||||
for event: InputEvent in InputMap.action_get_events(action_name):
|
||||
var key_event := event as InputEventKey
|
||||
if key_event != null and (key_event.keycode == key or key_event.physical_keycode == key):
|
||||
return
|
||||
failures.append("Input action %s should be bound to %s" % [action_name, OS.get_keycode_string(key)])
|
||||
|
||||
|
||||
func _expect_last_skill(expected: String, label: String) -> void:
|
||||
if requested_skills.is_empty():
|
||||
failures.append("%s: no skill requested" % label)
|
||||
return
|
||||
var actual := requested_skills[requested_skills.size() - 1]
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_no_skill_requested(label: String) -> void:
|
||||
if not requested_skills.is_empty():
|
||||
failures.append("%s: expected no skill, got %s" % [label, requested_skills[requested_skills.size() - 1]])
|
||||
|
||||
|
||||
func _expect_string(actual: String, expected: String, label: String) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_int(actual: int, expected: int, label: String) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %d, got %d" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_projectile_count(expected: int, label: String) -> void:
|
||||
var actual := _count_projectiles(get_root())
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %d, got %d" % [label, expected, actual])
|
||||
|
||||
|
||||
func _count_projectiles(node: Node) -> int:
|
||||
var total := 1 if node.is_in_group("player_projectiles") else 0
|
||||
for child: Node in node.get_children():
|
||||
total += _count_projectiles(child)
|
||||
return total
|
||||
|
||||
|
||||
func _expect_array(actual: Array, expected: Array, label: String) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_negative(actual: float, label: String) -> void:
|
||||
if actual >= 0.0:
|
||||
failures.append("%s: expected negative x velocity, got %.3f" % [label, actual])
|
||||
|
||||
|
||||
func _expect_positive(actual: float, label: String) -> void:
|
||||
if actual <= 0.0:
|
||||
failures.append("%s: expected positive x velocity, got %.3f" % [label, actual])
|
||||
|
||||
|
||||
func _expect_bool(actual: bool, expected: bool, label: String) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_zero(actual: float, label: String) -> void:
|
||||
if not is_zero_approx(actual):
|
||||
failures.append("%s: expected zero x velocity, got %.3f" % [label, actual])
|
||||
|
||||
|
||||
func _expect_vector(actual: Vector2, expected: Vector2, label: String) -> void:
|
||||
if not actual.is_equal_approx(expected):
|
||||
failures.append("%s: expected %s, got %s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _on_skill_requested(skill_id: String) -> void:
|
||||
requested_skills.append(skill_id)
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
if failures.is_empty():
|
||||
print("PASS player combo input")
|
||||
quit(0)
|
||||
else:
|
||||
for failure: String in failures:
|
||||
push_error(failure)
|
||||
quit(1)
|
||||
1
tests/test_player_combo_input.gd.uid
Normal file
1
tests/test_player_combo_input.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cv8ly1jk7ksoo
|
||||
@@ -1,6 +1,20 @@
|
||||
extends SceneTree
|
||||
|
||||
var failures: Array[String] = []
|
||||
const PLAYER_SPRITE_ANCHOR := Vector2(-40, -48)
|
||||
const WARRIOR_ANIMATIONS := [
|
||||
"warrior_idle",
|
||||
"warrior_w",
|
||||
"warrior_wa",
|
||||
"warrior_s",
|
||||
"warrior_a",
|
||||
"warrior_aa",
|
||||
"warrior_aaa",
|
||||
"warrior_charge_release",
|
||||
"warrior_s_projectile",
|
||||
"warrior_a_space_space",
|
||||
"warrior_a_space",
|
||||
]
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
@@ -18,14 +32,13 @@ func _init() -> void:
|
||||
|
||||
_expect_vector((player as Node2D).scale, Vector2(4, 4), "Player root scale")
|
||||
_expect_vector(sprite.scale, Vector2.ONE, "CharacterSprite local scale should keep anchor")
|
||||
_expect_vector(sprite.offset, Vector2(-24, -40), "CharacterSprite visible foot offset")
|
||||
_expect_vector(sprite.offset, PLAYER_SPRITE_ANCHOR, "CharacterSprite visible foot offset")
|
||||
_expect_vector(collision.scale, Vector2.ONE, "CollisionShape2D local scale should keep anchor")
|
||||
_expect_vector(collision.position, Vector2(0, -18), "CollisionShape2D local position should keep anchor")
|
||||
_expect_vector(camera.position, Vector2(0, -37.5), "Camera2D position should compensate player scale")
|
||||
_expect_vector(camera.scale, Vector2(0.25, 0.25), "Camera2D scale should compensate player scale")
|
||||
_expect_animation_offset(animation_player, "idle", Vector2(-24, -40))
|
||||
_expect_animation_offset(animation_player, "jump", Vector2(-24, -44))
|
||||
_expect_animation_offset(animation_player, "挥砍", Vector2(-40, -48))
|
||||
for animation_name: String in WARRIOR_ANIMATIONS:
|
||||
_expect_animation_offset(animation_player, animation_name, PLAYER_SPRITE_ANCHOR)
|
||||
|
||||
player.free()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user