spaceship/tests/test_dialog_releases_joysticks.gd

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2026-09-02 20:18:44 +02:00
extends SceneTree
# Forgejo #182: opening a dialog releases both touch joysticks before the
# world is paused. A finger-up event during the pause cannot reach their
# ordinary input path, so waiting for it would resume stale movement/fire.
var state: Node
var main: Node
var fleet: Node
var narration: Control
var movement: Control
var firing: Control
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
state = root.get_node("GameState")
state.reset_new_game()
state.intro_active = false
state.reset_quests()
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
narration = main.get_node("UI/NarrationBanner")
movement = main.get_node("UI/Joystick")
firing = main.get_node("UI/FireStick")
func _hold(stick: Control, index: int, direction: Vector2) -> void:
var centre: Vector2 = stick.global_position + stick.size * 0.5
var press := InputEventScreenTouch.new()
press.index = index
press.pressed = true
press.position = centre
stick.handle_touch(press)
var drag := InputEventScreenDrag.new()
drag.index = index
drag.position = centre + direction.normalized() * stick.max_radius
stick.handle_drag(drag)
func _process(delta: float) -> bool:
elapsed += delta
if stage != 0 or elapsed < 0.3:
return false
stage = 1
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
_hold(movement, 21, Vector2.RIGHT)
_hold(firing, 22, Vector2.UP)
main._process(0.0)
main.get_node("FireStickController")._process(0.0)
if not movement.is_active() or not firing.is_active():
return _fail("the test could not hold both joysticks")
if movement.direction == Vector2.ZERO or firing.direction == Vector2.ZERO:
return _fail("a held joystick reported no direction")
if fleet.steer_direction == Vector2.ZERO:
return _fail("the movement joystick had not begun steering")
narration.say("Hands clear.", "TEST")
if not paused:
return _fail("the dialog did not pause the game")
for stick in [movement, firing]:
if stick.is_active() or stick.direction != Vector2.ZERO:
return _fail("%s remained held behind the dialog" % stick.name)
if stick.base_pos.distance_to(stick.home_pos()) > 0.01 \
or stick.knob_pos.distance_to(stick.home_pos()) > 0.01:
return _fail("%s did not visually recenter" % stick.name)
if fleet.steer_direction != Vector2.ZERO:
return _fail("releasing the movement joystick did not stop the fleet")
narration.clear()
main.get_node("FireStickController")._process(0.0)
if main.get_node("FireStickController").is_firing():
return _fail("fire resumed from stale joystick input after the dialog")
print("dialog released and recentered movement and fire joysticks before pausing")
print("TEST_DIALOG_RELEASES_JOYSTICKS: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_DIALOG_RELEASES_JOYSTICKS: FAIL (%s)" % message)
quit(1)
return true