Add combat combo gameplay
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@@ -1,6 +1,20 @@
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extends SceneTree
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var failures: Array[String] = []
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const PLAYER_SPRITE_ANCHOR := Vector2(-40, -48)
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const WARRIOR_ANIMATIONS := [
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"warrior_idle",
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"warrior_w",
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"warrior_wa",
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"warrior_s",
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"warrior_a",
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"warrior_aa",
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"warrior_aaa",
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"warrior_charge_release",
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"warrior_s_projectile",
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"warrior_a_space_space",
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"warrior_a_space",
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]
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func _init() -> void:
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@@ -18,14 +32,13 @@ func _init() -> void:
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_expect_vector((player as Node2D).scale, Vector2(4, 4), "Player root scale")
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_expect_vector(sprite.scale, Vector2.ONE, "CharacterSprite local scale should keep anchor")
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_expect_vector(sprite.offset, Vector2(-24, -40), "CharacterSprite visible foot offset")
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_expect_vector(sprite.offset, PLAYER_SPRITE_ANCHOR, "CharacterSprite visible foot offset")
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_expect_vector(collision.scale, Vector2.ONE, "CollisionShape2D local scale should keep anchor")
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_expect_vector(collision.position, Vector2(0, -18), "CollisionShape2D local position should keep anchor")
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_expect_vector(camera.position, Vector2(0, -37.5), "Camera2D position should compensate player scale")
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_expect_vector(camera.scale, Vector2(0.25, 0.25), "Camera2D scale should compensate player scale")
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_expect_animation_offset(animation_player, "idle", Vector2(-24, -40))
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_expect_animation_offset(animation_player, "jump", Vector2(-24, -44))
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_expect_animation_offset(animation_player, "挥砍", Vector2(-40, -48))
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for animation_name: String in WARRIOR_ANIMATIONS:
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_expect_animation_offset(animation_player, animation_name, PLAYER_SPRITE_ANCHOR)
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player.free()
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