spaceship/tests/test_joystick_control.gd
Loïc Wisniewski 0e071877e2 Fix the stop stutter, and hide unresearched buildings from the menu
Forgejo #13: releasing the stick paused, then moved again before
settling. stop() aims each ship at a braking point ahead of it, but the
ship's own velocity was ~0 - the anchor had been carrying it - so it
started from REST, accelerated into its own stopping distance, and
halted a second time. Measured: 0 -> 45 -> 90 -> 135 -> 180 -> brake.
stop() now hands the fleet's motion to the ship, so the release is one
continuous decelerating coast (222 -> 0) to the identical endpoint.
test_joystick_control now asserts the speed one frame after release is a
real fraction of cruise, and never rises afterwards.

Forgejo #21: unresearched structures are no longer listed greyed out.
They are hidden, and the menu repacks around what is left - a fixed grid
with entries hidden would otherwise leave holes where they used to be.
An entry alone on its row is centred rather than hanging in the left
column. Researched-but-not-usable is still shown greyed: an extractor
with no planet under the fleet is "not now", not "not yet".

This reverses a documented decision (the old comment argued that always
listing everything stops the player wondering whether the game has it at
all), so test_skill_tree's matching assertion was updated from
greyed-but-listed to hidden. The gate itself is unchanged and still
refuses a build forced past the menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 21:38:17 +02:00

183 lines
6.4 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_joystick_control.gd
# Verifies the virtual joystick steers the fleet: holding the stick in a
# direction flies the fleet that way, and releasing brings it to a stop
# rather than freezing it mid-flight. Replaces the old tap-to-move test,
# since tapping no longer issues move orders.
#
# Touch events are handed to the joystick directly rather than through
# Input.parse_input_event: headless mode's placeholder window rescales
# synthetic touch coordinates by an environment-specific factor, which
# would land them outside the joystick's rect for reasons that have nothing
# to do with the behaviour under test.
var main_scene: Node
var fleet: Node
var joystick: TouchJoystick
var stage: int = 0
var elapsed: float = 0.0
var start_centroid: Vector2
var moving_centroid: Vector2
var stop_check_frames: int = 0
# Release-coast tracking (Forgejo #13).
var released: bool = false
var speed_at_release: float = 0.0
var previous_speed: float = 0.0
var accelerated_after_release: bool = false
func _initialize() -> void:
var packed: PackedScene = load("res://Main.tscn")
main_scene = packed.instantiate()
root.add_child(main_scene)
fleet = main_scene.get_node("Fleet")
joystick = main_scene.get_node("UI/Joystick")
func _press(local: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = 0
ev.pressed = true
ev.position = joystick.global_position + local
joystick.handle_touch(ev)
func _drag(local: Vector2) -> void:
var ev: InputEventScreenDrag = InputEventScreenDrag.new()
ev.index = 0
ev.position = joystick.global_position + local
joystick.handle_drag(ev)
func _release(local: Vector2) -> void:
var ev: InputEventScreenTouch = InputEventScreenTouch.new()
ev.index = 0
ev.pressed = false
ev.position = joystick.global_position + local
joystick.handle_touch(ev)
func _max_ship_speed() -> float:
var top: float = 0.0
for ship in fleet.ships:
top = maxf(top, ship.velocity.length())
return top
func _process(delta: float) -> bool:
elapsed += delta
# Releasing the stick must be ONE continuous decelerating coast. It used
# to stop dead and then accelerate into its own stopping distance,
# halting a second time - felt in game as a pause followed by a small
# extra lurch (#13). The ships were being aimed at a braking point ahead
# while their own velocity was ~0, because the anchor had been carrying
# them, so they started from rest.
if released:
var now: float = _max_ship_speed()
if now > previous_speed + 1.0:
accelerated_after_release = true
previous_speed = now
match stage:
0:
main_scene.get_node("AsteroidField").set_process(false)
main_scene.get_node("EnemySpawner").set_process(false)
start_centroid = fleet.get_centroid()
# The joystick receives touches via GameController's
# _unhandled_input, which never fires for a Control that
# consumes them through the GUI system first. With Godot's
# default mouse_filter (STOP) the stick silently does nothing
# on a real device - it must be IGNORE. Checked structurally
# because the rest of this test drives handle_touch() directly
# and so cannot catch it.
if joystick.mouse_filter != Control.MOUSE_FILTER_IGNORE:
print("joystick mouse_filter=%d (needs IGNORE=%d)" % [
joystick.mouse_filter, Control.MOUSE_FILTER_IGNORE
])
print("TEST_JOYSTICK_CONTROL: FAIL (stick would swallow its own touches)")
quit(1)
return true
# Push the stick hard to the right.
var centre: Vector2 = joystick.size / 2.0
_press(centre)
_drag(centre + Vector2(joystick.max_radius, 0.0))
if joystick.direction.x < 0.9:
print("joystick direction wrong: %s" % joystick.direction)
print("TEST_JOYSTICK_CONTROL: FAIL (stick did not register)")
quit(1)
return true
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 1.5:
return false
moving_centroid = fleet.get_centroid()
var moved_right: bool = moving_centroid.x - start_centroid.x > 100.0
var stayed_level: bool = abs(moving_centroid.y - start_centroid.y) < 80.0
print("moved from %s to %s (right=%s level=%s)" % [
start_centroid, moving_centroid, moved_right, stayed_level
])
if not (moved_right and stayed_level):
print("TEST_JOYSTICK_CONTROL: FAIL (fleet did not follow the stick)")
quit(1)
return true
_release(joystick.size / 2.0)
released = true
speed_at_release = _max_ship_speed()
previous_speed = speed_at_release
if joystick.direction != Vector2.ZERO:
print("TEST_JOYSTICK_CONTROL: FAIL (direction not cleared on release)")
quit(1)
return true
elapsed = 0.0
stage = 2
return false
2:
# After release the fleet should coast to a halt, not freeze
# instantly and not keep flying.
if elapsed < 4.0:
return false
var speed: float = 0.0
for ship in fleet.ships:
speed = max(speed, ship.velocity.length())
# Carrying the fleet's cruise speed, not starting from a standstill.
if speed_at_release < fleet.cruise_speed * 0.5:
print("speed one frame after release: %.1f (cruising at %.1f)" % [
speed_at_release, fleet.cruise_speed
])
print("TEST_JOYSTICK_CONTROL: FAIL (the fleet stopped dead on release instead of coasting)")
quit(1)
return true
if accelerated_after_release:
print("TEST_JOYSTICK_CONTROL: FAIL (the fleet sped up again after release - pause then lurch, #13)")
quit(1)
return true
print("release coast: %.1f -> 0 with no re-acceleration" % speed_at_release)
var stopped: bool = speed < 1.0
# Not merely "moved forward at all": the fleet cruises at
# cruise_speed and brakes at Ship.acceleration, so the coast is
# cruise_speed^2 / (2 * acceleration) ~ 75 units. Asserting a
# real distance is what makes this a test of coasting - the old
# `> moving_centroid.x` was satisfied by any float wobble, and
# passed happily while the fleet stopped dead.
var coast: float = fleet.get_centroid().x - moving_centroid.x
var coasted: bool = coast > 40.0
print("after release: max_speed=%.3f stopped=%s coasted=%.1f units (expected ~%.0f)" % [
speed, stopped, coast,
(fleet.cruise_speed * fleet.cruise_speed) / (2.0 * fleet.ships[0].acceleration)
])
if stopped and coasted:
print("TEST_JOYSTICK_CONTROL: PASS")
quit(0)
else:
print("TEST_JOYSTICK_CONTROL: FAIL (did not coast to a stop)")
quit(1)
return true
return false