Refactor rhythm action architecture
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109
tests/test_ui_animation_regression.gd
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109
tests/test_ui_animation_regression.gd
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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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_run.call_deferred()
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func _run() -> void:
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var scene: PackedScene = load("res://scenes/ui/main_ui.tscn")
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if scene == null:
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push_error("Could not load main_ui.tscn")
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quit(1)
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return
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var ui := scene.instantiate()
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root.add_child(ui)
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await process_frame
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var track := ui.get_node_or_null("RhythmTrack") as Control
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if track == null:
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failures.append("Missing RhythmTrack")
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_finish(ui)
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return
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_expect_node(track, "LeftMover", "RhythmTrack should keep the animated left mover")
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_expect_node(track, "RightMover", "RhythmTrack should keep the animated right mover")
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_expect_node(track, "CenterFlash", "RhythmTrack should keep the center beat flash")
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var bus := _event_bus()
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bus.emit_signal("beat_ticked", 1)
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await process_frame
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var center_flash := track.get_node_or_null("CenterFlash") as CanvasItem
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if center_flash != null:
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_expect_bool(center_flash.modulate.a > 0.5, true, "CenterFlash should become visible on beat")
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var marker_container := track.get_node_or_null("ChartMarkerContainer") as Control
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if marker_container == null:
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failures.append("RhythmTrack should include ChartMarkerContainer")
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else:
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var event_script: Script = load("res://resources/chart_event.gd")
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var event: Resource = event_script.new()
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event.set("event_type", &"enemy_attack_active")
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bus.emit_signal("chart_event_upcoming", event, 0.5)
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await process_frame
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_expect_bool(marker_container.get_child_count() > 0, true, "Chart upcoming event should create a rhythm marker")
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bus.emit_signal("action_judged", &"skill_a", {"label": "perfect", "diff": 0.0, "color": Color("00f2ff")})
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await process_frame
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var label := track.get_node_or_null("JudgementLabel") as Label
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if label != null:
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_expect_bool(label.scale.x > 1.0, true, "JudgementLabel should pulse on judgement")
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_expect_bool(label.modulate.is_equal_approx(Color("00f2ff")), true, "JudgementLabel should use judgement color")
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var combo_window := ui.get_node_or_null("ComboWindow") as Control
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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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bus.emit_signal("combo_updated", [&"A"])
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await process_frame
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var first_slot := combo_window.get_child(0) as Control
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_expect_bool(first_slot.scale.x > 1.0, true, "Combo slot should pulse when filled")
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bus.emit_signal("combo_cleared", &"full")
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await process_frame
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_expect_bool(first_slot.scale.x > 1.0, true, "Combo slots should flash when cleared")
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var charge_bar := ui.get_node_or_null("StatusBars/ChargeBar") as ProgressBar
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if charge_bar == null:
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failures.append("Missing ChargeBar")
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else:
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bus.emit_signal("player_charge_changed", 1.1, 1.1, true, true)
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await create_timer(0.05).timeout
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var first_alpha := charge_bar.modulate.a
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await create_timer(0.05).timeout
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var second_alpha := charge_bar.modulate.a
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_expect_bool(not is_equal_approx(first_alpha, second_alpha), true, "ChargeBar should flash while ready")
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_finish(ui)
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func _event_bus() -> Node:
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var bus := root.get_node_or_null("EventBus")
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if bus == null:
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bus = load("res://autoload/event_bus.gd").new()
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bus.name = "EventBus"
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root.add_child(bus)
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return bus
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func _expect_node(node: Node, path: String, label: String) -> void:
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if node.get_node_or_null(path) == null:
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failures.append(label)
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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(ui: Node) -> void:
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ui.free()
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if failures.is_empty():
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print("PASS ui animation regression")
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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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