67 lines
2.0 KiB
GDScript
67 lines
2.0 KiB
GDScript
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 player := await _player_fixture()
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if player == null:
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_finish(null)
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return
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_set_beat_time(0.2)
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var basic_action: Resource = load("res://resources/actions/ground_attack_left_1.tres")
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player.call("_play_action_animation", "atk_ground_1", basic_action)
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var animation_player := player.get_node_or_null("AnimationPlayer") as AnimationPlayer
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if animation_player == null:
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failures.append("Player should include AnimationPlayer")
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else:
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_expect_float(float(animation_player.speed_scale), 1.75, 0.01, "AnimationPlayer actions should speed up to fit shortened beat durations")
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var smash_action: Resource = load("res://resources/actions/ground_smash_left.tres")
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player.call("_play_action_animation", "ground_smash", smash_action)
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player.call("_tick_manual_animation", 0.05)
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_expect_float(float(player.get("_manual_animation_time")), 0.1, 0.01, "Manual player action animation time should advance on the tempo-scaled action clock")
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_finish(player)
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func _player_fixture() -> Node:
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var scene: PackedScene = load("res://scenes/characters/player.tscn")
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if scene == null:
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failures.append("Player scene should load")
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return null
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var player := scene.instantiate()
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root.add_child(player)
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await process_frame
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return player
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func _set_beat_time(next_beat_time: float) -> void:
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var rhythm := root.get_node_or_null("RhythmManager")
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if rhythm == null:
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failures.append("RhythmManager autoload should exist")
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return
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rhythm.set("beat_time", next_beat_time)
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func _expect_float(actual: float, expected: float, tolerance: float, label: String) -> void:
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if absf(actual - expected) > tolerance:
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failures.append("%s: expected %.3f, got %.3f" % [label, expected, actual])
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func _finish(player: Node) -> void:
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if player != null:
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player.free()
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if failures.is_empty():
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print("PASS player action animation tempo")
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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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