Files
Fighting_Rthythm_game/tests/test_ui_animation_regression.gd
2026-07-02 09:47:52 -07:00

110 lines
3.6 KiB
GDScript

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