Files
rthythm_archor_game/tests/test_rhythm_ui.gd
T
2026-07-06 22:59:47 -07:00

130 lines
4.4 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
for node_path: String in [
"RhythmTrack",
"RhythmTrack/JudgementLabel",
"RhythmTrack/HudReadoutRow/ComboCountLabel",
"RhythmTrack/HudReadoutRow/AttackBuffValueLabel",
"RhythmTrack/BuffPipRow",
"RhythmTrack/JudgementArt",
"RhythmTrack/ChartMarkerContainer",
"ComboWindow",
"StatusBars/HealthBar",
"StatusBars/EnergyBar",
"StatusBars/ChargeBar",
]:
if not ui.has_node(node_path):
failures.append("Missing rhythm UI node: %s" % node_path)
var bus := _event_bus()
bus.emit_signal("judgement_made", &"perfect", 0.0, 12)
bus.emit_signal("streak_changed", 20)
bus.emit_signal("attack_buff_changed", 5, 7)
await process_frame
var label := ui.get_node("RhythmTrack/JudgementLabel") as Label
if not label.text.contains("PERFECT"):
failures.append("RhythmTrack should render EventBus judgement text")
var judgement_art := ui.get_node_or_null("RhythmTrack/JudgementArt") as TextureRect
var combo_label := ui.get_node_or_null("RhythmTrack/HudReadoutRow/ComboCountLabel") as Label
var buff_label := ui.get_node_or_null("RhythmTrack/HudReadoutRow/AttackBuffValueLabel") as Label
var buff_row := ui.get_node_or_null("RhythmTrack/BuffPipRow")
if judgement_art != null:
_expect_bool(judgement_art.visible, true, "RhythmTrack should show judgement art after a judgement")
_expect_string(_texture_file(judgement_art.texture), "perfect.png", "Perfect judgement should use the r/perfect art")
if combo_label != null:
_expect_string(combo_label.text, "combo 20", "RhythmTrack should render combo count under the track")
if buff_label != null:
_expect_string(buff_label.text, "ATK x 500%", "RhythmTrack should render buff stacks as ATK multiplier text")
if buff_row != null:
_expect_buff_pips(buff_row, 5)
bus.emit_signal("judgement_made", &"miss", 0.0, 13)
await process_frame
if judgement_art != null:
_expect_string(_texture_file(judgement_art.texture), "miss.png", "Miss judgement should use the r/miss art")
var player_scene: PackedScene = load("res://scenes/characters/player.tscn")
if player_scene == null:
failures.append("Player scene should load for EventBus skill facts")
else:
var player := player_scene.instantiate()
root.add_child(player)
await process_frame
player.call("submit_combo_input", "A", "perfect")
await process_frame
var skill_label := ui.get_node("ComboSkillLabel") as Label
_expect_bool(skill_label.visible, false, "MainUI should keep ComboSkillLabel hidden in the reference HUD")
_expect_string(skill_label.text, "", "Hidden ComboSkillLabel should not render skill_executed facts")
player.free()
ui.free()
_finish()
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_buff_pips(row: Node, lit_count: int) -> void:
_expect_int(row.get_child_count(), 7, "BuffPipRow should always render seven buff slots")
for index: int in range(row.get_child_count()):
var pip := row.get_child(index) as TextureRect
if pip == null:
failures.append("BuffPipRow child %d should be a TextureRect" % index)
continue
var expected_file := "buff_on.png" if index < lit_count else "buff_off.png"
_expect_string(_texture_file(pip.texture), expected_file, "Buff pip %d should use %s" % [index, expected_file])
func _texture_file(texture: Texture2D) -> String:
if texture == null:
return ""
return texture.resource_path.get_file()
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_bool(actual: bool, expected: bool, label: String) -> void:
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _expect_string(actual: String, expected: String, label: String) -> void:
if actual != expected:
failures.append("%s: expected %s, got %s" % [label, expected, actual])
func _finish() -> void:
if failures.is_empty():
print("PASS rhythm ui")
quit(0)
else:
for failure: String in failures:
push_error(failure)
quit(1)