spaceship/tests/test_star_coverage.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_star_coverage.gd
# Verifies the shader-based starfield's uniforms actually track the camera:
# after moving/zooming the camera, camera_pos/camera_zoom fed to the
# starfield shader should match, at every zoom level (this replaces the old
# tile-symmetry check now that stars are a single procedural fragment
# shader pass with no CPU-side tiling to go asymmetric in the first place).
const TOLERANCE: float = 0.5
var main_scene: Node
var camera: Camera2D
var starfield: ColorRect
func _initialize() -> void:
#84: move 215 root files into a folder hierarchy Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
var packed: PackedScene = load("res://world/Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
camera = main_scene.get_node("Camera2D")
starfield = main_scene.get_node("BackgroundLayer/Starfield")
func _process(_delta: float) -> bool:
var all_ok: bool = true
for zoom_level in [1.0, 3.0, 6.0]:
camera.zoom = Vector2(zoom_level, zoom_level)
camera.global_position = Vector2(zoom_level * 100.0, -zoom_level * 50.0)
# Let the Starfield's own _process (which reads the camera and pushes
# shader uniforms) run for this frame before checking.
starfield._process(0.016)
# The camera position is handed to the shader pre-split into a cell
# index plus a fraction within that cell (so the shader never handles
# a large absolute world coordinate - see Starfield.gd). Verify the
# two parts reconstruct the real camera position exactly, and that
# the fraction really is a fraction: if it ever left [0,1) the split
# would be wrong and the shader would sample the wrong cell.
var cell: Vector2 = starfield.material.get_shader_parameter("camera_cell")
var frac: Vector2 = starfield.material.get_shader_parameter("camera_frac")
var cell_size: float = starfield.material.get_shader_parameter("cell_size")
var uniform_zoom: float = starfield.material.get_shader_parameter("camera_zoom")
var reconstructed: Vector2 = (cell + frac) * cell_size
var pos_ok: bool = reconstructed.distance_to(camera.global_position) <= TOLERANCE
var frac_ok: bool = frac.x >= 0.0 and frac.x < 1.0 and frac.y >= 0.0 and frac.y < 1.0
var zoom_ok: bool = abs(uniform_zoom - (1.0 / camera.zoom.x)) <= 0.01
var ok: bool = pos_ok and frac_ok and zoom_ok
all_ok = all_ok and ok
print("zoom=%.1f camera_pos=%s reconstructed=%s frac=%s zoom=%.2f/%.2f %s" % [
zoom_level, camera.global_position, reconstructed, frac,
camera.zoom.x, uniform_zoom, "OK" if ok else "FAIL"
])
if all_ok:
print("TEST_STAR_COVERAGE: PASS")
quit(0)
else:
print("TEST_STAR_COVERAGE: FAIL")
quit(1)
return true