spaceship/tests/test_joystick_control.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
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>
2026-08-21 19:44:14 +02:00

197 lines
7.2 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://world/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). 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.
#
# DERIVED from that formula rather than a fixed number. It used to
# be a hardcoded 40, which was a hidden dependency on one
# acceleration value: tripling acceleration to make the fleet
# reactive (see test_fleet_agility.gd) shortened the correct coast
# to ~25 and this failed, reporting a broken coast when the coast
# was exactly right. What this test is about is that releasing the
# stick DECELERATES rather than stopping dead, and that is a
# statement about the shape of the stop, not its length.
var expected_coast: float = (fleet.cruise_speed * fleet.cruise_speed) \
/ (2.0 * fleet.ships[0].acceleration)
var coast: float = fleet.get_centroid().x - moving_centroid.x
# Floor of 5 units so float wobble can never satisfy this however
# high acceleration goes; upper bound so a fleet that sails on for
# ages is not mistaken for a healthy coast either.
var coasted: bool = coast > maxf(expected_coast * 0.5, 5.0) \
and coast < expected_coast * 3.0
print("after release: max_speed=%.3f stopped=%s coasted=%.1f units (expected ~%.0f)" % [
speed, stopped, coast, expected_coast
])
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