spaceship/tests/test_build_menu_icons.gd
Loïc Wisniewski 85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
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>
2026-08-10 18:41:58 +02:00

64 lines
2.1 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_build_menu_icons.gd
# The build menu is where a structure is chosen, so each option has to look
# like the thing it builds. It used to pick from the generic icon set: the
# mothership and the command centre both drew a folded MAP glyph, the ship
# crafter drew a bare triangle and the extractor drew the same "+" as the
# button that opens the menu - so redrawing the placed buildings changed
# nothing about how they looked at the point of choosing one.
#
# Verifies, for every option in the menu:
# 1. it uses its own dedicated building glyph
# 2. no two options share an icon
# 3. `icon` is a real Icon value that _draw actually handles
var scene: Node
const EXPECTED: Dictionary = {
"MothershipButton": IconButton.Icon.MOTHERSHIP,
"CrafterButton": IconButton.Icon.CRAFTER,
"CommandButton": IconButton.Icon.COMMAND_CENTER,
"ExtractorButton": IconButton.Icon.EXTRACTOR,
}
func _initialize() -> void:
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
func _process(_delta: float) -> bool:
var menu: Node = scene.get_node("UI/BuildMenu")
var seen: Array = []
var ok: bool = true
for name in EXPECTED:
var button: IconButton = menu.get_node_or_null(name)
if button == null:
print("%s: MISSING" % name)
ok = false
continue
var expected: int = EXPECTED[name]
var matches: bool = button.icon == expected
# An out-of-range int would silently draw an empty frame, since
# _draw's match simply falls through.
var in_range: bool = button.icon >= 0 and button.icon < IconButton.Icon.size()
print("%s: icon=%d expected=%d ok=%s in_range=%s" % [
name, button.icon, expected, matches, in_range
])
if not (matches and in_range):
ok = false
if button.icon in seen:
print("%s: icon %d is already used by another option" % [name, button.icon])
ok = false
seen.append(button.icon)
if ok:
print("TEST_BUILD_MENU_ICONS: PASS")
quit(0)
else:
print("TEST_BUILD_MENU_ICONS: FAIL (build options are not using their own building glyphs)")
quit(1)
return true