98 lines
3.4 KiB
GDScript3
98 lines
3.4 KiB
GDScript3
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_camera_settles.gd
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# Regression test for a permanently-drifting camera. GameController followed
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# the fleet with an exponential lerp and no snap threshold, so it approached
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# the fleet centroid asymptotically and NEVER arrived - the camera kept
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# moving by a fraction of a pixel every single frame, forever, even with the
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# fleet completely stationary. That kept the background shaders' camera_pos
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# uniform changing every frame, which made screen tearing permanently visible
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# as horizontal bands of the background sliding sideways against each other.
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#
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# Verifies the camera reaches an EXACTLY stable position (bit-identical
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# frame to frame) once the fleet has stopped, not merely a nearly-stable one.
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var main_scene: Node
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var fleet: Node
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var camera: Camera2D
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var elapsed: float = 0.0
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var stage: int = 0
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var last_pos: Vector2
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var identical_frames: int = 0
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func _initialize() -> void:
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var packed: PackedScene = load("res://Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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fleet = main_scene.get_node("Fleet")
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camera = main_scene.get_node("Camera2D")
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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main_scene.get_node("AsteroidField").set_process(false)
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main_scene.get_node("EnemySpawner").set_process(false)
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# Send the fleet somewhere well away from the camera so the
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# follow actually has distance to close.
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fleet.move_to(Vector2(1500, 900))
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elapsed = 0.0
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stage = 1
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return false
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1:
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# Wait for the fleet to genuinely arrive AND the camera to close
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# the remaining distance - a fixed delay is unreliable here, since
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# the trip length depends on the ships' braking curve.
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if elapsed > 30.0:
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print("TEST_CAMERA_SETTLES: FAIL (fleet/camera never arrived)")
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quit(1)
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return true
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for ship in fleet.ships:
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if ship.position.distance_to(ship.move_target) > ship.arrive_radius:
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return false
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# Wait for the snap itself to fire, not merely for the camera to
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# get close: the final approach is still an active lerp, and
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# sampling during it would just measure normal convergence rather
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# than the perpetual drift this test is about.
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if camera.global_position.distance_to(fleet.get_centroid()) > 0.0001:
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return false
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last_pos = camera.global_position
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identical_frames = 0
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elapsed = 0.0
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stage = 2
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return false
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2:
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# With the fleet settled, the camera must be BIT-IDENTICAL frame
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# to frame. Any residual drift (however small) means the lerp is
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# still creeping and the tearing-visibility bug is back.
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if camera.global_position == last_pos:
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identical_frames += 1
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else:
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print("camera still drifting: %s -> %s (delta=%.9f)" % [
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last_pos, camera.global_position,
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last_pos.distance_to(camera.global_position)
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])
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print("TEST_CAMERA_SETTLES: FAIL (camera never stops moving)")
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quit(1)
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return true
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last_pos = camera.global_position
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if identical_frames < 30:
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return false
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var centroid: Vector2 = fleet.get_centroid()
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var on_target: bool = camera.global_position.distance_to(centroid) <= 1.0
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print("camera stable for %d frames at %s (fleet centroid %s)" % [
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identical_frames, camera.global_position, centroid
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])
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if on_target:
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print("TEST_CAMERA_SETTLES: PASS")
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quit(0)
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else:
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print("TEST_CAMERA_SETTLES: FAIL (settled, but not on the fleet)")
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quit(1)
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return true
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return false
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