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