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>
120 lines
4 KiB
GDScript
120 lines
4 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_animation_continuity.gd
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# Regression test for the mothership's animation jumping.
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#
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# The reactor pulse and the orbiting satellites used to be driven from
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# anim_time, which wraps at CYCLE (3.6s) because the CRAFTER's assembly
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# sequence is expressed as a fraction of it. Neither of them completes a
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# whole number of periods in 3.6s, so every wrap made them leap - the
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# satellites snapped back 66 degrees, once every cycle, forever.
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#
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# Verifies, by stepping a mothership across two full wraps of the assembly
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# clock in small frames:
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# 1. the satellites keep advancing - no frame turns them backwards
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# 2. no frame moves them much more than a steady frame would
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# 3. the core pulse never jumps by more than a steady frame's worth
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# 4. the assembly clock really does wrap during the test, so the test is
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# actually exercising the boundary that used to break
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const FRAME: float = 1.0 / 60.0
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const FRAMES: int = 500 # 8.3s, comfortably past two wraps of 3.6s
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var scene: Node
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var game_state: Node
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var field: 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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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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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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field = scene.get_node("BuildingField")
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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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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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field.place(GameState.BUILDING_MOTHERSHIP, Vector2(400.0, 0.0))
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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var ship: Node2D = null
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for b in field.spawned:
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if is_instance_valid(b) and b.building_type == GameState.BUILDING_MOTHERSHIP:
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ship = b
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if ship == null:
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print("TEST_ANIMATION_CONTINUITY: FAIL (mothership never spawned)")
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quit(1)
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return true
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# Drive it by hand at a fixed frame time, so the measurement is
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# not at the mercy of the headless tick rate.
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ship.set_process(false)
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var expected_orbit_step: float = FRAME * ship.ORBIT_SPEED
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var prev_orbit: float = ship.orbit_angle()
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var prev_pulse: float = ship.core_pulse()
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var wrapped: bool = false
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var prev_anim: float = ship.anim_time
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var worst_orbit_step: float = 0.0
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var min_orbit_step: float = 1e9
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var worst_pulse_step: float = 0.0
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# A steady frame of the pulse: derivative of a unit sine is at
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# most 1, so 0.5 * speed * dt bounds one frame's change.
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var expected_pulse_step: float = 0.5 * ship.PULSE_SPEED * FRAME
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for i in range(FRAMES):
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ship._process(FRAME)
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if ship.anim_time < prev_anim:
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wrapped = true
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prev_anim = ship.anim_time
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var orbit_step: float = ship.orbit_angle() - prev_orbit
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worst_orbit_step = maxf(worst_orbit_step, orbit_step)
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min_orbit_step = minf(min_orbit_step, orbit_step)
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prev_orbit = ship.orbit_angle()
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worst_pulse_step = maxf(worst_pulse_step, absf(ship.core_pulse() - prev_pulse))
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prev_pulse = ship.core_pulse()
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print("assembly clock wrapped during the run: %s" % wrapped)
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print("orbit step per frame: min %.6f max %.6f rad (steady %.6f)" % [
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min_orbit_step, worst_orbit_step, expected_orbit_step
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])
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print("worst pulse step: %.6f (steady bound %.6f)" % [
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worst_pulse_step, expected_pulse_step
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])
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if not wrapped:
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print("TEST_ANIMATION_CONTINUITY: FAIL (clock never wrapped - test proves nothing)")
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quit(1)
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return true
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if min_orbit_step <= 0.0:
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print("TEST_ANIMATION_CONTINUITY: FAIL (satellites went backwards)")
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quit(1)
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return true
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if worst_orbit_step > expected_orbit_step * 1.05:
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print("TEST_ANIMATION_CONTINUITY: FAIL (satellites jumped forwards)")
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quit(1)
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return true
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if worst_pulse_step > expected_pulse_step * 1.05:
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print("TEST_ANIMATION_CONTINUITY: FAIL (reactor pulse jumped)")
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quit(1)
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return true
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print("TEST_ANIMATION_CONTINUITY: PASS")
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quit(0)
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return true
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return false
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