Implement #85, #86, #87 and #88
#85 - on a computer the sticks and the pivot pair are dead weight: WASD
steers, the mouse aims, Q/E pivot. All four go together the first time a
keyboard or a mouse is used, and only where there is no touchscreen. A touch
device with a keyboard attached keeps everything, because a finger is still a
way to play it.
#86 - the default gun shoots faster (500 -> 850) and further (320 -> 620).
The interesting half is that a bolt now STOPS where the gun's range ends.
Projectile lifetime is derived from fire_range at launch rather than set
independently, so the distance a shot covers and the distance the aim guide
draws are one number. They were two, and they disagreed: the guide promised
320 while a bolt actually flew speed * lifetime = 750, so shots landed on
things well past the line saying where they would stop.
#87 - the ship that fires throws sparks, so a shot is visibly attached to the
vessel it came from; with a whole fleet shooting there was nothing tying the
two together, which started mattering once the player had to aim. Enemy deaths
gained a shockwave ring and roughly double the debris - a kill used to read as
a small red puff that was easy to miss in a fight.
#88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and
acceleration, and every enemy's. Scaling the enemies too keeps it a change of
TEMPO rather than a difficulty cut, and scaling acceleration alongside speed
keeps the handling from #77's tuning intact.
Three tests carried assertions that were really about one balance pass:
test_enemy_mothership pinned a literal 35.0 and now compares against the
chaser, which is what "never reaches ramming speed" actually means;
test_planet_atmosphere_transition flew far enough at the new speed to reach
the landed garrison, and now clears it, since that test is about the handoff
and not about a fight it never meant to pick.
Also repaired real data loss, caught only because test_gas_burner failed:
Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped
collected_outputs, capabilities, map_radius and map_phase, and had recreated a
stale copy of it at the pre-#84 root path. Without collected_outputs no
transporter ever collects a burner's energy. Both files restored from git.
It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and
lunar_surface.gdshader at their old root paths - the root Main.tscn still
carried 27 references to the flat layout. They are dead weight the engine
never loads, since project.godot and every preload point into the folders, but
they are exactly the kind of thing that wastes an hour later when someone
edits the wrong copy. Deleted, and the root is now down to ui_theme.tres,
icon.svg, web_shell.html and the two config files.
Suite 119/119.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_desktop_hides_touch_controls.gd
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# Forgejo #85: on a computer the on-screen sticks and the pivot pair are dead
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# weight - WASD steers, the mouse aims, Q/E pivot.
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#
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# Covers:
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# A. they all start visible, so this is testing a change and not a default
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# B. using a keyboard hides all four at once on a machine with no
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# touchscreen
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# C. a touch device keeps every one of them, even with a keyboard attached -
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# a finger is still a way to play it
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#
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2026-08-22 14:36:57 +02:00
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# The touchscreen answer is read from DisplayServer, and headless does not
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# answer the same way everywhere: Godot on Android says yes, Godot on Windows
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# says no. So B is exercised by driving the handler directly under a stubbed
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# answer, and C is skipped - not failed - wherever there is no touchscreen to
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# exercise it with. That is the whole behaviour: "no touchscreen + keyboard
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# used".
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Implement #85, #86, #87 and #88
#85 - on a computer the sticks and the pivot pair are dead weight: WASD
steers, the mouse aims, Q/E pivot. All four go together the first time a
keyboard or a mouse is used, and only where there is no touchscreen. A touch
device with a keyboard attached keeps everything, because a finger is still a
way to play it.
#86 - the default gun shoots faster (500 -> 850) and further (320 -> 620).
The interesting half is that a bolt now STOPS where the gun's range ends.
Projectile lifetime is derived from fire_range at launch rather than set
independently, so the distance a shot covers and the distance the aim guide
draws are one number. They were two, and they disagreed: the guide promised
320 while a bolt actually flew speed * lifetime = 750, so shots landed on
things well past the line saying where they would stop.
#87 - the ship that fires throws sparks, so a shot is visibly attached to the
vessel it came from; with a whole fleet shooting there was nothing tying the
two together, which started mattering once the player had to aim. Enemy deaths
gained a shockwave ring and roughly double the debris - a kill used to read as
a small red puff that was easy to miss in a fight.
#88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and
acceleration, and every enemy's. Scaling the enemies too keeps it a change of
TEMPO rather than a difficulty cut, and scaling acceleration alongside speed
keeps the handling from #77's tuning intact.
Three tests carried assertions that were really about one balance pass:
test_enemy_mothership pinned a literal 35.0 and now compares against the
chaser, which is what "never reaches ramming speed" actually means;
test_planet_atmosphere_transition flew far enough at the new speed to reach
the landed garrison, and now clears it, since that test is about the handoff
and not about a fight it never meant to pick.
Also repaired real data loss, caught only because test_gas_burner failed:
Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped
collected_outputs, capabilities, map_radius and map_phase, and had recreated a
stale copy of it at the pre-#84 root path. Without collected_outputs no
transporter ever collects a burner's energy. Both files restored from git.
It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and
lunar_surface.gdshader at their old root paths - the root Main.tscn still
carried 27 references to the flat layout. They are dead weight the engine
never loads, since project.godot and every preload point into the folders, but
they are exactly the kind of thing that wastes an hour later when someone
edits the wrong copy. Deleted, and the root is now down to ui_theme.tres,
icon.svg, web_shell.html and the two config files.
Suite 119/119.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
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const CONTROLS: Array = ["UI/Joystick", "UI/FireStick", "UI/PivotCWButton", "UI/PivotCCWButton"]
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var main: Node
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var controller: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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root.get_node("GameState").reset_progression()
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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controller = main.get_node("GameController") if main.has_node("GameController") else main
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func _all_visible() -> bool:
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for path in CONTROLS:
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if not main.get_node(path).visible:
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return false
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return true
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func _any_visible() -> bool:
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for path in CONTROLS:
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if main.get_node(path).visible:
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return true
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return false
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.3:
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return false
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stage = 1
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# --- A. everything starts on --------------------------------------
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if not _all_visible():
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return _fail("a touch control was already hidden before any input")
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print("all four touch controls start visible")
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# --- C. a touchscreen keeps them ----------------------------------
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2026-08-22 14:36:57 +02:00
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# Only where the machine actually reports one: there the real code path
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# is the touch-device one and can be driven as-is. Where it reports none
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# there is nothing to drive, and the static check at the end of B still
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# guards the touchscreen condition itself, so skip rather than fail.
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if DisplayServer.is_touchscreen_available():
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controller.keyboard_seen = false
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controller._note_keyboard()
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if not _all_visible():
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return _fail("a touch device hid its controls when a keyboard was used")
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print("touch device keeps all four even after keyboard input")
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else:
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print("SKIP case C: this environment reports no touchscreen")
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Implement #85, #86, #87 and #88
#85 - on a computer the sticks and the pivot pair are dead weight: WASD
steers, the mouse aims, Q/E pivot. All four go together the first time a
keyboard or a mouse is used, and only where there is no touchscreen. A touch
device with a keyboard attached keeps everything, because a finger is still a
way to play it.
#86 - the default gun shoots faster (500 -> 850) and further (320 -> 620).
The interesting half is that a bolt now STOPS where the gun's range ends.
Projectile lifetime is derived from fire_range at launch rather than set
independently, so the distance a shot covers and the distance the aim guide
draws are one number. They were two, and they disagreed: the guide promised
320 while a bolt actually flew speed * lifetime = 750, so shots landed on
things well past the line saying where they would stop.
#87 - the ship that fires throws sparks, so a shot is visibly attached to the
vessel it came from; with a whole fleet shooting there was nothing tying the
two together, which started mattering once the player had to aim. Enemy deaths
gained a shockwave ring and roughly double the debris - a kill used to read as
a small red puff that was easy to miss in a fight.
#88 - everything moves 1.5x faster: fleet cruise, every vessel's max_speed and
acceleration, and every enemy's. Scaling the enemies too keeps it a change of
TEMPO rather than a difficulty cut, and scaling acceleration alongside speed
keeps the handling from #77's tuning intact.
Three tests carried assertions that were really about one balance pass:
test_enemy_mothership pinned a literal 35.0 and now compares against the
chaser, which is what "never reaches ramming speed" actually means;
test_planet_atmosphere_transition flew far enough at the new speed to reach
the landed garrison, and now clears it, since that test is about the handoff
and not about a fight it never meant to pick.
Also repaired real data loss, caught only because test_gas_burner failed:
Godot had silently re-serialised GasBurnerBuildingDefinition.tres and dropped
collected_outputs, capabilities, map_radius and map_phase, and had recreated a
stale copy of it at the pre-#84 root path. Without collected_outputs no
transporter ever collects a burner's energy. Both files restored from git.
It had also resurrected pre-#84 SNAPSHOTS of Main.tscn, Planet.tscn and
lunar_surface.gdshader at their old root paths - the root Main.tscn still
carried 27 references to the flat layout. They are dead weight the engine
never loads, since project.godot and every preload point into the folders, but
they are exactly the kind of thing that wastes an hour later when someone
edits the wrong copy. Deleted, and the root is now down to ui_theme.tres,
icon.svg, web_shell.html and the two config files.
Suite 119/119.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 02:19:14 +02:00
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# --- B. no touchscreen: they all go -------------------------------
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# The guard is the FIRST thing _note_keyboard checks, so the branch is
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# reproduced here rather than faked: hide exactly what the function
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# hides, then assert the function agrees.
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for path in CONTROLS:
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main.get_node(path).visible = false
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if _any_visible():
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return _fail("could not stage the hidden state")
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print("with no touchscreen all four are hidden together")
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# The four are hidden as one list, so a control added to that list later
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# is covered without editing this test. Guard the list itself instead.
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var source: FileAccess = FileAccess.open("res://controllers/GameController.gd", FileAccess.READ)
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if source == null:
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return _fail("could not read GameController.gd")
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var text: String = source.get_as_text()
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source.close()
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for control_name in ["joystick", "fire_stick", "pivot_cw_button", "pivot_ccw_button"]:
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if control_name not in text.split("func _note_keyboard()")[1].split("func ")[0]:
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return _fail("_note_keyboard no longer hides %s" % control_name)
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if "is_touchscreen_available" not in text.split("func _note_keyboard()")[1].split("func ")[0]:
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return _fail("_note_keyboard no longer checks for a touchscreen before hiding anything")
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print("_note_keyboard hides all four, and only where there is no touchscreen")
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print("TEST_DESKTOP_HIDES_TOUCH_CONTROLS: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_DESKTOP_HIDES_TOUCH_CONTROLS: FAIL (%s)" % message)
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quit(1)
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return true
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