spaceship/tests/_font_probe.gd

38 lines
1.7 KiB
GDScript3
Raw Normal View History

extends SceneTree
# Diagnostic - NOT run by run_tests.sh (underscore prefix). Prints what the
# project's font settings actually resolve to at runtime, and measures real
# string widths, so UI boxes can be sized from measurements instead of
# guessed character widths.
#
# godot --headless -s res://tests/_font_probe.gd
func _initialize() -> void:
print("gui/theme/default_font_size setting = %s" % ProjectSettings.get_setting("gui/theme/default_font_size", "<unset>"))
print("gui/theme/custom = '%s'" % ProjectSettings.get_setting("gui/theme/custom", ""))
print("gui/theme/custom_font = '%s'" % ProjectSettings.get_setting("gui/theme/custom_font", ""))
#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 scene: Node = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
for path in ["UI/BuildMenu/InfoPopup/Panel/TitleLabel",
"UI/BuildMenu/InfoPopup/Panel/MessageLabel",
"UI/BuildMenu/MothershipLabel",
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
"UI/BuildMenu/TitleLabel"]:
var label: Label = scene.get_node_or_null(path)
if label == null:
print("%s: MISSING" % path)
continue
# The theme item is "font_size"; "font" is the typeface item. Asking
# for the wrong one silently returns the engine fallback (16) and
# hides both the project setting and any per-node override.
var size: int = label.get_theme_font_size("font_size")
var font: Font = label.get_theme_font("font")
var sample: String = "Fleet home port. A wiped-out fleet rebuilds here."
var width: float = font.get_string_size(sample, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
print("%-46s effective size=%d box=%s 48-char sample is %.0fpx wide (%.1f px/char), line height %.0f" % [
path, size, label.size, width, width / float(sample.length()), font.get_height(size)
])
quit(0)