spaceship/tests/test_building_redraw_cost.gd
Loïc Wisniewski b641fa5891 Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
  grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
  SkillTreeView). Node depth is derived from prerequisites, so the layout
  cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
  and description.
- Ship crafter redrawn as a space factory with an assembly animation;
  mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
  gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
  the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
  fleet_velocity). Ship zeroes its velocity when seated in its slot even
  while the anchor drags that slot forward, so braking from velocity alone
  stopped the fleet dead instead of coasting - and whether it did depended
  on the frame rate.

Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
  Static geometry is rasterised once in _draw(); moving parts are NeonPiece
  children animated through node properties, which reuse the cached
  geometry. Every NeonDraw call expands into four antialiased polylines, so
  redrawing to move something re-tessellated all of it.

Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
  Android's FUSE bridge, read through proot, where load("res://Main.tscn")
  alone cost 8.5s per test against ~2s natively - and nearly every test
  loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
  buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
  result no longer depends on how busy the machine is. Without it,
  parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.

Bundles Carrois Gothic SC (Apache 2.0) with its licence text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00

110 lines
3.7 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_building_redraw_cost.gd
# Animated buildings must not re-run _draw() to animate (Forgejo issues #6
# and #10).
#
# Every NeonDraw call expands into four antialiased polylines, so redrawing
# a whole shipyard each frame to advance a crane re-tessellates all of it.
# The moving elements are now separate NeonPiece children, rasterised once
# and thereafter only moved, scaled, faded or hidden - operations that reuse
# the cached geometry. Ship.gd and Asteroid.gd already worked this way.
#
# Verifies:
# 1. an animated building's geometry is rasterised exactly ONCE, however
# long it animates
# 2. it is genuinely still animating (so this cannot be "passed" by
# freezing the animation)
# 3. the moving parts really do move - the crane travels and the
# mothership's satellites orbit - proving the animation reaches the
# nodes rather than being silently dropped
# 4. the static command centre needs no per-frame work either
var scene: Node
var field: Node
var crafter: Node2D
var mothership: Node2D
var command: Node2D
var stage: int = 0
var elapsed: float = 0.0
var crane_x_start: float = 0.0
var satellite_rotation_start: float = 0.0
func _initialize() -> void:
var game_state: Node = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
scene = load("res://Main.tscn").instantiate()
root.add_child(scene)
field = scene.get_node("BuildingField")
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
scene.get_node("AsteroidField").set_process(false)
scene.get_node("EnemySpawner").set_process(false)
field.place(GameState.BUILDING_SHIP_CRAFTER, Vector2(600.0, 0.0))
field.place(GameState.BUILDING_MOTHERSHIP, Vector2(-600.0, 0.0))
field.place(GameState.BUILDING_COMMAND_CENTER, Vector2(0.0, 600.0))
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
for b in field.spawned:
if not is_instance_valid(b):
continue
match b.building_type:
GameState.BUILDING_SHIP_CRAFTER:
crafter = b
GameState.BUILDING_MOTHERSHIP:
mothership = b
GameState.BUILDING_COMMAND_CENTER:
command = b
if crafter == null or mothership == null or command == null:
print("TEST_BUILDING_REDRAW_COST: FAIL (buildings never spawned)")
quit(1)
return true
crane_x_start = crafter._crane.position.x
satellite_rotation_start = mothership._satellites.rotation
elapsed = 0.0
stage = 2
return false
2:
# Long enough to cross several assembly phases and a good arc of
# the satellites' orbit.
if elapsed < 2.5:
return false
print("rasterisations after %.1fs of animation - crafter:%d mothership:%d command:%d" % [
elapsed, crafter.draw_count, mothership.draw_count, command.draw_count
])
for b in [crafter, mothership, command]:
if b.draw_count != 1:
print("TEST_BUILDING_REDRAW_COST: FAIL (%s redrew its geometry %d times)" % [
b.building_type, b.draw_count
])
quit(1)
return true
var animating: bool = crafter.anim_time > 0.0 and mothership.phase_time > 0.0
var crane_moved: bool = absf(crafter._crane.position.x - crane_x_start) > 1.0
var orbit_moved: bool = absf(mothership._satellites.rotation - satellite_rotation_start) > 0.05
print("still animating=%s crane travelled=%s satellites orbited=%s" % [
animating, crane_moved, orbit_moved
])
if not (animating and crane_moved and orbit_moved):
print("TEST_BUILDING_REDRAW_COST: FAIL (nothing actually moved - not a fix)")
quit(1)
return true
print("TEST_BUILDING_REDRAW_COST: PASS")
quit(0)
return true
return false