#90: give the laser an ignition instead of a blink
The shot was one flat line that appeared at full length and faded. Nothing happened at the ship, nothing moved, and a hit looked exactly like a miss. The blade now runs out of the hull over the first 30% of the flash on a cubic ease-out, holds white-hot, then falls away, with a hum in its width, a bright cap at the leading end, a flare at the emitter, and sparks off the hull that fired it. MuzzleSparkVFX takes an optional colour so the laser throws cyan where the ordinary gun (#87) keeps its gold. The extra light is a white-hot rod down the middle at 42% of the width, deliberately not a wider halo: the note at BEAM_WIDTH_SCALE records that the drawn beam spans exactly what the beam hits, and a halo past that would put the "it visibly missed" complaint back the other way round. The damage is untouched - dealt in full, along the whole beam, on the frame of the shot. A beam that had to arrive would change how the weapon plays, which the ticket did not ask for, so the test pins it down: a target at the far end of the range must be hit before the drawn blade has visibly reached it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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4 changed files with 249 additions and 8 deletions
163
tests/test_laser_animation.gd
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tests/test_laser_animation.gd
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extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_laser_animation.gd
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# Forgejo #90: the laser shot was one flat line that blinked on at full
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# length and faded out. Nothing happened at the ship, nothing moved, and the
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# only thing separating a hit from a miss was how long the line lingered.
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#
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# It now ignites: the blade runs out of the hull over the first slice of the
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# flash, holds white-hot, and falls away, with sparks thrown off the hull
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# that fired it.
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#
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# An animation cannot be eyeballed from a headless test, so this asserts the
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# things that MAKE it one, and - more importantly - that none of it reached
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# the gameplay underneath:
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# A. the beam extends: early in the flash it is drawn well short of its
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# full length, and by the end of the ignition it has arrived
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# B. the extension only ever moves outward, never back down the blade
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# C. the flash outlives the frame it was fired on, and clears itself
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# D. the DAMAGE is still instant, at full range, on the frame of the shot -
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# the picture extends, the weapon does not. A target at the far end
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# must be hit before the drawn beam has visibly got there
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# E. the hull throws sparks, in the beam's own colour rather than the
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# ordinary gun's gold
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var game_state: Node
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var main: Node
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var fleet: Node
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var laser: Node
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var far_enemy: Node
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var far_health: int = 0
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var extensions: Array = []
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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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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.stored_vessels.clear()
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game_state.reset_progression()
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game_state.vessel_levels["unlock_laser"] = 1
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game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
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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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fleet = main.get_node("Fleet")
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laser = main.get_node("LaserController")
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func _sparks() -> Array:
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var found: Array = []
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for node in root.get_children():
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if node.get_script() != null \
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and String(node.get_script().resource_path).ends_with("MuzzleSparkVFX.gd"):
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found.append(node)
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return found
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func _spawn_enemy(at: Vector2) -> Node:
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var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
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enemy.position = at
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main.add_child(enemy)
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# Still, so where it was hit is where it was put.
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enemy.speed = 0.0
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return enemy
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.2:
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return false
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main.get_node("EnemySpawner").set_process(false)
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main.get_node("AsteroidField").set_process(false)
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for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
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if is_instance_valid(hazard):
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hazard.queue_free()
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for spark in _sparks():
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spark.queue_free()
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fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_LASER]))
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laser._process(0.0)
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stage = 1
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elapsed = 0.0
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return false
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1:
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if elapsed < 0.1:
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return false
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var shooter: Node2D = laser._next_ready_laser_ship()
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if shooter == null:
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return _fail("no laser ship was ready to fire")
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# D. The target sits at the very end of the beam's reach, in the
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# direction it will be fired. If the shot only damaged what the
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# drawn blade had swept, this would survive the frame.
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var reach: float = shooter.get_component("laser").beam_range
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far_enemy = _spawn_enemy(shooter.global_position + Vector2(reach - 40.0, 0.0))
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far_health = far_enemy.hp
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laser.fire_at(shooter.global_position + Vector2(reach, 0.0))
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if laser.beams.is_empty():
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return _fail("firing produced no beam at all")
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if laser.last_hit_count < 1:
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return _fail("the target at the far end of the beam was not hit on the frame of the shot")
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# It may have died outright, which is still a hit; if it lived it
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# must have lost hit points.
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if is_instance_valid(far_enemy) and far_enemy.hp >= far_health:
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return _fail("the far target survived the shot untouched")
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print("full-range target hit on the firing frame: %d hp -> %s" % [
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far_health,
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str(far_enemy.hp) if is_instance_valid(far_enemy) else "destroyed",
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])
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# A. and the picture has NOT got there yet on that same frame.
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var first: float = laser.beam_extension(laser.beams[0])
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if first >= 0.5:
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return _fail("the beam was already %.0f%% extended on the frame it was fired" \
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% [first * 100.0])
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extensions.append(first)
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# E. sparks off the hull, in the beam's colour.
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var sparks: Array = _sparks()
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if sparks.is_empty():
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return _fail("firing threw no sparks off the hull")
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if sparks[0].color != laser.BEAM_COLOR:
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return _fail("the muzzle sparks are %s, not the beam's own %s" \
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% [sparks[0].color, laser.BEAM_COLOR])
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print("hull sparks in the beam's colour: %s" % sparks[0].color)
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stage = 2
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elapsed = 0.0
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return false
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2:
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# B/C. Sample the extension across the ignition.
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if laser.beams.is_empty():
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if extensions.size() < 3:
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return _fail("the flash was over after only %d frames - nothing to animate" \
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% extensions.size())
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if extensions[extensions.size() - 1] < 0.999:
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return _fail("the beam never reached its full length (stopped at %.2f)" \
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% extensions[extensions.size() - 1])
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print("beam extended over %d frames: %.2f -> %.2f, monotonically" % [
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extensions.size(), extensions[0], extensions[extensions.size() - 1]])
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print("TEST_LASER_ANIMATION: PASS")
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quit(0)
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return true
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var now: float = laser.beam_extension(laser.beams[0])
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if now < extensions[extensions.size() - 1] - 0.001:
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return _fail("the beam retracted: %.3f after %.3f" \
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% [now, extensions[extensions.size() - 1]])
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extensions.append(now)
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if elapsed > 3.0:
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return _fail("the beam flash never cleared")
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return false
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return false
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func _fail(message: String) -> bool:
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print("TEST_LASER_ANIMATION: FAIL (%s)" % message)
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quit(1)
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return true
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1
tests/test_laser_animation.gd.uid
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1
tests/test_laser_animation.gd.uid
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@ -0,0 +1 @@
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uid://6v17x47nyfya
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