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>
56 lines
1.7 KiB
GDScript
56 lines
1.7 KiB
GDScript
extends SceneTree
|
|
|
|
# Headless gameplay test: run with
|
|
# godot --headless -s res://tests/test_icon_button_drag_cancel.gd
|
|
# Verifies IconButton only counts as pressed if the finger/cursor is still
|
|
# over the button when it lifts - dragging off the button before
|
|
# releasing (a standard way to "cancel" a touch/click) must NOT still
|
|
# trigger it, and releasing back inside the button's bounds must.
|
|
|
|
var main_scene: Node
|
|
var map_button: IconButton
|
|
var press_count: int = 0
|
|
|
|
|
|
func _initialize() -> void:
|
|
var packed: PackedScene = load("res://Main.tscn")
|
|
main_scene = packed.instantiate()
|
|
root.add_child(main_scene)
|
|
map_button = main_scene.get_node("UI/MapButton")
|
|
map_button.pressed.connect(_on_pressed)
|
|
|
|
|
|
func _process(_delta: float) -> bool:
|
|
var inside: Vector2 = map_button.size / 2.0
|
|
var far_outside: Vector2 = map_button.size * 10.0
|
|
|
|
# Press inside, release far outside the button's rect - must NOT fire.
|
|
_touch(true, inside)
|
|
_touch(false, far_outside)
|
|
var cancel_ok: bool = press_count == 0
|
|
print("after_drag_off press_count=%d cancel_ok=%s" % [press_count, cancel_ok])
|
|
|
|
# Press and release both inside - must fire normally.
|
|
_touch(true, inside)
|
|
_touch(false, inside)
|
|
var normal_press_ok: bool = press_count == 1
|
|
print("after_normal_press press_count=%d normal_press_ok=%s" % [press_count, normal_press_ok])
|
|
|
|
if cancel_ok and normal_press_ok:
|
|
print("TEST_ICON_BUTTON_DRAG_CANCEL: PASS")
|
|
quit(0)
|
|
else:
|
|
print("TEST_ICON_BUTTON_DRAG_CANCEL: FAIL")
|
|
quit(1)
|
|
return true
|
|
|
|
|
|
func _touch(is_pressed: bool, at_position: Vector2) -> void:
|
|
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
|
|
ev.pressed = is_pressed
|
|
ev.position = at_position
|
|
map_button._gui_input(ev)
|
|
|
|
|
|
func _on_pressed() -> void:
|
|
press_count += 1
|