Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
56 lines
1.7 KiB
GDScript
56 lines
1.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_icon_button_drag_cancel.gd
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# Verifies IconButton only counts as pressed if the finger/cursor is still
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# over the button when it lifts - dragging off the button before
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# releasing (a standard way to "cancel" a touch/click) must NOT still
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# trigger it, and releasing back inside the button's bounds must.
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var main_scene: Node
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var map_button: IconButton
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var press_count: int = 0
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func _initialize() -> void:
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var packed: PackedScene = load("res://world/Main.tscn")
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main_scene = packed.instantiate()
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root.add_child(main_scene)
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map_button = main_scene.get_node("UI/MapButton")
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map_button.pressed.connect(_on_pressed)
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func _process(_delta: float) -> bool:
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var inside: Vector2 = map_button.size / 2.0
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var far_outside: Vector2 = map_button.size * 10.0
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# Press inside, release far outside the button's rect - must NOT fire.
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_touch(true, inside)
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_touch(false, far_outside)
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var cancel_ok: bool = press_count == 0
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print("after_drag_off press_count=%d cancel_ok=%s" % [press_count, cancel_ok])
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# Press and release both inside - must fire normally.
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_touch(true, inside)
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_touch(false, inside)
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var normal_press_ok: bool = press_count == 1
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print("after_normal_press press_count=%d normal_press_ok=%s" % [press_count, normal_press_ok])
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if cancel_ok and normal_press_ok:
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print("TEST_ICON_BUTTON_DRAG_CANCEL: PASS")
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quit(0)
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else:
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print("TEST_ICON_BUTTON_DRAG_CANCEL: FAIL")
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quit(1)
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return true
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func _touch(is_pressed: bool, at_position: Vector2) -> void:
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var ev: InputEventScreenTouch = InputEventScreenTouch.new()
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ev.pressed = is_pressed
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ev.position = at_position
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map_button._gui_input(ev)
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func _on_pressed() -> void:
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press_count += 1
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