spaceship/tests/test_joystick_control.gd

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GDScript3
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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_joystick_control.gd
# Verifies the virtual joystick steers the fleet: holding the stick in a
# direction flies the fleet that way, and releasing brings it to a stop
# rather than freezing it mid-flight. Replaces the old tap-to-move test,
# since tapping no longer issues move orders.
#
# Touch events are handed to the joystick directly rather than through
# Input.parse_input_event: headless mode's placeholder window rescales
# synthetic touch coordinates by an environment-specific factor, which
# would land them outside the joystick's rect for reasons that have nothing
# to do with the behaviour under test.
var main_scene: Node
var fleet: Node
var joystick: TouchJoystick
var stage: int = 0
var elapsed: float = 0.0
var start_centroid: Vector2
var moving_centroid: Vector2
var stop_check_frames: int = 0
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
joystick = main_scene.get_node("UI/Joystick")
func _press(local: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = 0
ev.pressed = true
ev.position = joystick.global_position + local
joystick.handle_touch(ev)
func _drag(local: Vector2) -> void:
var ev: InputEventScreenDrag = InputEventScreenDrag.new()
ev.index = 0
ev.position = joystick.global_position + local
joystick.handle_drag(ev)
func _release(local: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = 0
ev.pressed = false
ev.position = joystick.global_position + local
joystick.handle_touch(ev)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
start_centroid = fleet.get_centroid()
# The joystick receives touches via GameController's
# _unhandled_input, which never fires for a Control that
# consumes them through the GUI system first. With Godot's
# default mouse_filter (STOP) the stick silently does nothing
# on a real device - it must be IGNORE. Checked structurally
# because the rest of this test drives handle_touch() directly
# and so cannot catch it.
if joystick.mouse_filter != Control.MOUSE_FILTER_IGNORE:
print("joystick mouse_filter=%d (needs IGNORE=%d)" % [
joystick.mouse_filter, Control.MOUSE_FILTER_IGNORE
])
print("TEST_JOYSTICK_CONTROL: FAIL (stick would swallow its own touches)")
quit(1)
return true
# Push the stick hard to the right.
var centre: Vector2 = joystick.size / 2.0
_press(centre)
_drag(centre + Vector2(joystick.max_radius, 0.0))
if joystick.direction.x < 0.9:
print("joystick direction wrong: %s" % joystick.direction)
print("TEST_JOYSTICK_CONTROL: FAIL (stick did not register)")
quit(1)
return true
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.5:
return false
moving_centroid = fleet.get_centroid()
var moved_right: bool = moving_centroid.x - start_centroid.x > 100.0
var stayed_level: bool = abs(moving_centroid.y - start_centroid.y) < 80.0
print("moved from %s to %s (right=%s level=%s)" % [
start_centroid, moving_centroid, moved_right, stayed_level
])
if not (moved_right and stayed_level):
print("TEST_JOYSTICK_CONTROL: FAIL (fleet did not follow the stick)")
quit(1)
return true
_release(joystick.size / 2.0)
if joystick.direction != Vector2.ZERO:
print("TEST_JOYSTICK_CONTROL: FAIL (direction not cleared on release)")
quit(1)
return true
elapsed = 0.0
stage = 2
return false
2:
# After release the fleet should coast to a halt, not freeze
# instantly and not keep flying.
if elapsed < 4.0:
return false
var speed: float = 0.0
for ship in fleet.ships:
speed = max(speed, ship.velocity.length())
var stopped: bool = speed < 1.0
var coasted: bool = fleet.get_centroid().x > moving_centroid.x
print("after release: max_speed=%.3f stopped=%s coasted_further=%s" % [
speed, stopped, coasted
])
if stopped and coasted:
print("TEST_JOYSTICK_CONTROL: PASS")
quit(0)
else:
print("TEST_JOYSTICK_CONTROL: FAIL (did not coast to a stop)")
quit(1)
return true
return false