spaceship/tests/test_laser_animation.gd
Loïc Wisniewski c8d4731232 #90: give the laser an ignition instead of a blink
The shot was one flat line that appeared at full length and faded. Nothing
happened at the ship, nothing moved, and a hit looked exactly like a miss.

The blade now runs out of the hull over the first 30% of the flash on a
cubic ease-out, holds white-hot, then falls away, with a hum in its width,
a bright cap at the leading end, a flare at the emitter, and sparks off the
hull that fired it. MuzzleSparkVFX takes an optional colour so the laser
throws cyan where the ordinary gun (#87) keeps its gold.

The extra light is a white-hot rod down the middle at 42% of the width,
deliberately not a wider halo: the note at BEAM_WIDTH_SCALE records that the
drawn beam spans exactly what the beam hits, and a halo past that would put
the "it visibly missed" complaint back the other way round.

The damage is untouched - dealt in full, along the whole beam, on the frame
of the shot. A beam that had to arrive would change how the weapon plays,
which the ticket did not ask for, so the test pins it down: a target at the
far end of the range must be hit before the drawn blade has visibly reached
it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:29:55 +02:00

163 lines
5.8 KiB
GDScript

extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_laser_animation.gd
# Forgejo #90: the laser shot was one flat line that blinked on at full
# length and faded out. Nothing happened at the ship, nothing moved, and the
# only thing separating a hit from a miss was how long the line lingered.
#
# It now ignites: the blade runs out of the hull over the first slice of the
# flash, holds white-hot, and falls away, with sparks thrown off the hull
# that fired it.
#
# An animation cannot be eyeballed from a headless test, so this asserts the
# things that MAKE it one, and - more importantly - that none of it reached
# the gameplay underneath:
# A. the beam extends: early in the flash it is drawn well short of its
# full length, and by the end of the ignition it has arrived
# B. the extension only ever moves outward, never back down the blade
# C. the flash outlives the frame it was fired on, and clears itself
# D. the DAMAGE is still instant, at full range, on the frame of the shot -
# the picture extends, the weapon does not. A target at the far end
# must be hit before the drawn beam has visibly got there
# E. the hull throws sparks, in the beam's own colour rather than the
# ordinary gun's gold
var game_state: Node
var main: Node
var fleet: Node
var laser: Node
var far_enemy: Node
var far_health: int = 0
var extensions: Array = []
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.stored_vessels.clear()
game_state.reset_progression()
game_state.vessel_levels["unlock_laser"] = 1
game_state.deposit_fleet_resource(GameState.RESOURCE_ENERGY, 500)
main = load("res://world/Main.tscn").instantiate()
root.add_child(main)
current_scene = main
fleet = main.get_node("Fleet")
laser = main.get_node("LaserController")
func _sparks() -> Array:
var found: Array = []
for node in root.get_children():
if node.get_script() != null \
and String(node.get_script().resource_path).ends_with("MuzzleSparkVFX.gd"):
found.append(node)
return found
func _spawn_enemy(at: Vector2) -> Node:
var enemy: Node = load("res://enemies/Enemy.tscn").instantiate()
enemy.position = at
main.add_child(enemy)
# Still, so where it was hit is where it was put.
enemy.speed = 0.0
return enemy
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
main.get_node("EnemySpawner").set_process(false)
main.get_node("AsteroidField").set_process(false)
for hazard in get_nodes_in_group("asteroids") + get_nodes_in_group("enemies"):
if is_instance_valid(hazard):
hazard.queue_free()
for spark in _sparks():
spark.queue_free()
fleet.spawn_ships(1, Vector2.ZERO, PackedStringArray([GameState.VESSEL_LASER]))
laser._process(0.0)
stage = 1
elapsed = 0.0
return false
1:
if elapsed < 0.1:
return false
var shooter: Node2D = laser._next_ready_laser_ship()
if shooter == null:
return _fail("no laser ship was ready to fire")
# D. The target sits at the very end of the beam's reach, in the
# direction it will be fired. If the shot only damaged what the
# drawn blade had swept, this would survive the frame.
var reach: float = shooter.get_component("laser").beam_range
far_enemy = _spawn_enemy(shooter.global_position + Vector2(reach - 40.0, 0.0))
far_health = far_enemy.hp
laser.fire_at(shooter.global_position + Vector2(reach, 0.0))
if laser.beams.is_empty():
return _fail("firing produced no beam at all")
if laser.last_hit_count < 1:
return _fail("the target at the far end of the beam was not hit on the frame of the shot")
# It may have died outright, which is still a hit; if it lived it
# must have lost hit points.
if is_instance_valid(far_enemy) and far_enemy.hp >= far_health:
return _fail("the far target survived the shot untouched")
print("full-range target hit on the firing frame: %d hp -> %s" % [
far_health,
str(far_enemy.hp) if is_instance_valid(far_enemy) else "destroyed",
])
# A. and the picture has NOT got there yet on that same frame.
var first: float = laser.beam_extension(laser.beams[0])
if first >= 0.5:
return _fail("the beam was already %.0f%% extended on the frame it was fired" \
% [first * 100.0])
extensions.append(first)
# E. sparks off the hull, in the beam's colour.
var sparks: Array = _sparks()
if sparks.is_empty():
return _fail("firing threw no sparks off the hull")
if sparks[0].color != laser.BEAM_COLOR:
return _fail("the muzzle sparks are %s, not the beam's own %s" \
% [sparks[0].color, laser.BEAM_COLOR])
print("hull sparks in the beam's colour: %s" % sparks[0].color)
stage = 2
elapsed = 0.0
return false
2:
# B/C. Sample the extension across the ignition.
if laser.beams.is_empty():
if extensions.size() < 3:
return _fail("the flash was over after only %d frames - nothing to animate" \
% extensions.size())
if extensions[extensions.size() - 1] < 0.999:
return _fail("the beam never reached its full length (stopped at %.2f)" \
% extensions[extensions.size() - 1])
print("beam extended over %d frames: %.2f -> %.2f, monotonically" % [
extensions.size(), extensions[0], extensions[extensions.size() - 1]])
print("TEST_LASER_ANIMATION: PASS")
quit(0)
return true
var now: float = laser.beam_extension(laser.beams[0])
if now < extensions[extensions.size() - 1] - 0.001:
return _fail("the beam retracted: %.3f after %.3f" \
% [now, extensions[extensions.size() - 1]])
extensions.append(now)
if elapsed > 3.0:
return _fail("the beam flash never cleared")
return false
return false
func _fail(message: String) -> bool:
print("TEST_LASER_ANIMATION: FAIL (%s)" % message)
quit(1)
return true