A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
115 lines
3.3 KiB
GDScript
115 lines
3.3 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_asteroid_spawning.gd
|
|
# Verifies AsteroidField spawns moving asteroids once the fleet enters an
|
|
# ASTEROID_FIELD biome chunk, and despawns them again once the fleet moves
|
|
# far enough away - guards against unbounded node accumulation over a long
|
|
# play session while still populating newly-entered regions on the fly.
|
|
|
|
var main_scene: Node
|
|
var fleet: Node
|
|
var asteroid_field: Node
|
|
var asteroid_chunk: Vector2i
|
|
var spawned_asteroids: Array = []
|
|
var elapsed: float = 0.0
|
|
var stage: int = 0
|
|
var ok: bool = true
|
|
|
|
|
|
func _initialize() -> void:
|
|
var found: bool = false
|
|
for x in range(-15, 15):
|
|
for y in range(-15, 15):
|
|
var chunk: Vector2i = Vector2i(x, y)
|
|
if WorldGen.biome_at_chunk(chunk) == WorldGen.Biome.ASTEROID_FIELD:
|
|
asteroid_chunk = chunk
|
|
found = true
|
|
break
|
|
if found:
|
|
break
|
|
|
|
if not found:
|
|
print("FAIL: could not find any ASTEROID_FIELD chunk to test with")
|
|
quit(1)
|
|
return
|
|
|
|
var packed: PackedScene = load("res://Main.tscn")
|
|
main_scene = packed.instantiate()
|
|
root.add_child(main_scene)
|
|
fleet = main_scene.get_node("Fleet")
|
|
asteroid_field = main_scene.get_node("AsteroidField")
|
|
|
|
|
|
func _process(delta: float) -> bool:
|
|
elapsed += delta
|
|
match stage:
|
|
0:
|
|
# Wait one tick so Fleet._ready() has run and fleet.ships is
|
|
# populated before we try to teleport them - reposition
|
|
# attempted synchronously in _initialize() would silently
|
|
# no-op on an empty ships array.
|
|
var target_pos: Vector2 = WorldGen.chunk_origin(asteroid_chunk) + Vector2.ONE * WorldGen.CHUNK_SIZE * 0.5
|
|
for ship in fleet.ships:
|
|
ship.position = target_pos
|
|
fleet.move_to(target_pos)
|
|
elapsed = 0.0
|
|
stage = 1
|
|
return false
|
|
1:
|
|
if elapsed < asteroid_field.check_interval + 0.1:
|
|
return false
|
|
_check_spawned()
|
|
elapsed = 0.0
|
|
stage = 2
|
|
return false
|
|
2:
|
|
var far_pos: Vector2 = WorldGen.chunk_origin(asteroid_chunk) + Vector2(50000, 50000)
|
|
for ship in fleet.ships:
|
|
ship.position = far_pos
|
|
fleet.move_to(far_pos)
|
|
elapsed = 0.0
|
|
stage = 3
|
|
return false
|
|
3:
|
|
if elapsed < asteroid_field.check_interval + 0.1:
|
|
return false
|
|
_check_despawned()
|
|
return true
|
|
return false
|
|
|
|
|
|
func _check_spawned() -> void:
|
|
var has_chunk: bool = asteroid_field.populated_chunks.has(asteroid_chunk)
|
|
if not has_chunk:
|
|
ok = false
|
|
print("FAIL: asteroid_chunk %s not populated after check_interval" % asteroid_chunk)
|
|
return
|
|
|
|
spawned_asteroids = asteroid_field.populated_chunks[asteroid_chunk]
|
|
var count_ok: bool = spawned_asteroids.size() == asteroid_field.asteroids_per_chunk
|
|
var moving_ok: bool = true
|
|
for asteroid in spawned_asteroids:
|
|
if asteroid.velocity.length() <= 0.1:
|
|
moving_ok = false
|
|
|
|
ok = ok and count_ok and moving_ok
|
|
print("spawned_count=%d expected=%d moving_ok=%s" % [spawned_asteroids.size(), asteroid_field.asteroids_per_chunk, moving_ok])
|
|
|
|
|
|
func _check_despawned() -> void:
|
|
var chunk_removed: bool = not asteroid_field.populated_chunks.has(asteroid_chunk)
|
|
var all_freed: bool = true
|
|
for asteroid in spawned_asteroids:
|
|
if is_instance_valid(asteroid):
|
|
all_freed = false
|
|
|
|
ok = ok and chunk_removed and all_freed
|
|
print("chunk_removed=%s all_freed=%s" % [chunk_removed, all_freed])
|
|
|
|
if ok:
|
|
print("TEST_ASTEROID_SPAWNING: PASS")
|
|
quit(0)
|
|
else:
|
|
print("TEST_ASTEROID_SPAWNING: FAIL")
|
|
quit(1)
|