spaceship/tests/test_pinch_zoom.gd

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GDScript3
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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_pinch_zoom.gd
# Injects synthetic two-finger touch/drag events (via Input.parse_input_event)
# to exercise the real GameController input-handling code path: spreading two
# fingers apart should zoom the camera IN (lower Camera2D.zoom value) and must
# not be misread as a single-finger fleet move order.
var main_scene: Node
var fleet: Node
var camera: Camera2D
var elapsed: float = 0.0
var stage: int = 0
var initial_zoom: float
var fleet_target_before: Vector2
var baseline_captured: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
camera = main_scene.get_node("Camera2D")
fleet = main_scene.get_node("Fleet")
func _physics_process(delta: float) -> bool:
if not baseline_captured:
# Fleet._ready() runs on the first physics tick in `-s` script mode,
# not synchronously inside _initialize(), so capture baselines here.
initial_zoom = camera.zoom.x
fleet_target_before = fleet.fleet_target
baseline_captured = true
return false
elapsed += delta
match stage:
0:
_touch(0, true, Vector2(300, 600))
_touch(1, true, Vector2(340, 600))
stage = 1
1:
if elapsed > 0.1:
# Spread fingers apart: should zoom IN (Camera2D.zoom is a
# magnification, so zooming in means zoom.x increases), and
# must not move the fleet.
_drag(0, Vector2(100, 600))
_drag(1, Vector2(540, 600))
stage = 2
2:
if elapsed > 0.4:
_touch(0, false, Vector2(100, 600))
_touch(1, false, Vector2(540, 600))
stage = 3
3:
if elapsed > 0.7:
_finish()
return true
return false
func _touch(index: int, pressed: bool, pos: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = index
ev.pressed = pressed
ev.position = pos
Input.parse_input_event(ev)
func _drag(index: int, pos: Vector2) -> void:
var ev: InputEventScreenDrag = InputEventScreenDrag.new()
ev.index = index
ev.position = pos
Input.parse_input_event(ev)
func _finish() -> void:
var zoomed_in: bool = camera.zoom.x > initial_zoom + 0.01
var fleet_untouched: bool = fleet.fleet_target == fleet_target_before
print("initial_zoom=%.3f final_zoom=%.3f" % [initial_zoom, camera.zoom.x])
print("fleet_target_before=%s fleet_target_after=%s" % [fleet_target_before, fleet.fleet_target])
if zoomed_in and fleet_untouched:
print("TEST_PINCH_ZOOM: PASS")
quit(0)
else:
if not zoomed_in:
print("FAIL: camera did not zoom in on pinch-out gesture")
if not fleet_untouched:
print("FAIL: pinch gesture incorrectly triggered a fleet move order")
print("TEST_PINCH_ZOOM: FAIL")
quit(1)