Some tests and new assets
This commit is contained in:
@ -9,13 +9,16 @@ func before_each():
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_mock_parent = PathFollow2D.new()
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_mock_parent.name = "PathFollow2D_Mock"
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add_child(_mock_parent)
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gut.p(" → PathFollow2D mock created")
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# Instantiate scene
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_enemy_instance = EnemyScene.instantiate()
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_mock_parent.add_child(_enemy_instance)
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gut.p(" → Enemy instance instantiated from: %s" % EnemyScene.resource_path)
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# Initialize child nodes
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await get_tree().process_frame # Required for complete _ready() execution
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gut.p(" → Process frame awaited for initialization")
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func after_each():
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_enemy_instance.queue_free()
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@ -23,60 +26,82 @@ func after_each():
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# Check for children
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func test_scene_initialization():
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gut.p("\n▶ TEST: Scene Initialization")
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var character_body = _enemy_instance.get_node("CharacterBody2D")
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var health_bar = _enemy_instance.get_node("ProgressBar")
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gut.p(" → CharacterBody2D: %s" % ("✓ Found" if character_body else "✗ Missing"))
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assert_not_null(character_body, "Missing CharacterBody2D")
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gut.p(" → ProgressBar: %s" % ("✓ Found" if health_bar else "✗ Missing"))
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assert_not_null(health_bar, "Missing ProgressBar")
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# Check damage mechanics
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func test_shield_damage_reduction():
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gut.p("\n▶ TEST: Shield Damage Reduction")
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_enemy_instance.current_shield = 50
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_enemy_instance.current_health = 100
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gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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_enemy_instance.enemy_hurt(30)
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gut.p(" → After 30 damage: Shield=%d (expected 20), Health=%d (expected 100)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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assert_eq(_enemy_instance.current_shield, 20, "Incorrect shield value")
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assert_eq(_enemy_instance.current_health, 100, "Health should remain unchanged with this damage amount")
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func test_shield_break_and_health_damage():
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gut.p("\n▶ TEST: Shield Break and Health Damage")
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_enemy_instance.current_shield = 20
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_enemy_instance.current_health = 100
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gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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_enemy_instance.enemy_hurt(30)
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gut.p(" → After 30 damage: Shield=%d (expected 0), Health=%d (expected 90)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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assert_eq(_enemy_instance.current_shield, 0, "Shield should be depleted")
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assert_eq(_enemy_instance.current_health, 90, "Incorrect health value")
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func test_health_damage_without_shield():
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gut.p("\n▶ TEST: Health Damage Without Shield")
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_enemy_instance.current_shield = 0
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_enemy_instance.current_health = 80
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gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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_enemy_instance.enemy_hurt(25)
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gut.p(" → After 25 damage: Shield=%d (expected 0), Health=%d (expected 55)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
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assert_eq(_enemy_instance.current_shield, 0, "Shield should remain zero")
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assert_eq(_enemy_instance.current_health, 55, "Incorrect health amount")
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#Check for animation change
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func test_hurt_animation_plays_on_damage():
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gut.p("\n▶ TEST: Hurt Animation on Damage")
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_enemy_instance.enemy_hurt(10)
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var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
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gut.p(" → Animation: %s (expected 'hurt')" % anim_sprite.animation)
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assert_eq(anim_sprite.animation, "hurt", "Hurt animation must be playing")
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#Check animation speed change
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func test_animation_speed_scales_with_speed():
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# Sebesség beállítások ellenőrzése
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gut.p("\n▶ TEST: Animation Speed Scaling")
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_enemy_instance.set_character_data()
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var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
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var expected_speed = snapped(_enemy_instance.speed / 100.0 , 0.1)
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assert_eq(snapped(anim_sprite.speed_scale, 0.1), expected_speed, "Animation speed should match movement speed")
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var actual_speed = snapped(anim_sprite.speed_scale, 0.1)
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gut.p(" → Character speed: %d" % _enemy_instance.speed)
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gut.p(" → Animation speed: %s (expected %s)" % [actual_speed, expected_speed])
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assert_eq(actual_speed, expected_speed, "Animation speed should match movement speed")
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#check for cholorchange on healthbar
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#check for colorchange on healthbar
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func test_health_bar_color_changes_with_shield():
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gut.p("\n▶ TEST: Health Bar Color with Shield")
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_enemy_instance.current_shield = 50
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_enemy_instance.adjust_health_bar()
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var fill_style = _enemy_instance.get_node("ProgressBar").get_theme_stylebox("fill")
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gut.p(" → Shield: %d, Color: %s (expected blue)" % [_enemy_instance.current_shield, fill_style.bg_color])
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assert_eq(fill_style.bg_color, Color(0,0,1), "Must be blue in case of shield")
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#Check character flip
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func test_character_flips_based_on_movement_direction():
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gut.p("\n▶ TEST: Character Flip Direction")
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var initial_scale = _mock_parent.scale.x
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_mock_parent.position.x += 10
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_enemy_instance.move_character(0.1)
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gut.p(" → Moving right: scale=%s (expected > 0)" % _mock_parent.scale.x)
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assert_gt(_mock_parent.scale.x, 0, "Positive scaling when moving to the right")
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_mock_parent.position.x -= 20
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_enemy_instance.move_character(0.1)
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gut.p(" → Moving left: scale=%s (expected < 0)" % _mock_parent.scale.x)
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assert_lt(_mock_parent.scale.x, 0, "Negative scaling when moving left")
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259
test/test_tower.gd
Normal file
259
test/test_tower.gd
Normal file
@ -0,0 +1,259 @@
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extends GutTest
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var ArcherTower_scene = preload("res://Game/Towers/archer_tower.tscn")
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var tower
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func before_each():
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tower = ArcherTower_scene.instantiate()
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add_child(tower)
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gut.p("════════════════════════════════════════")
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gut.p("Setting up test with fresh tower instance")
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gut.p("════════════════════════════════════════")
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func after_each():
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gut.p("─────────────────────────────────────────")
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gut.p("Cleaning up test resources...")
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# Clean up all spawned bullets from the test's children
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var bullets_to_remove = []
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var bullet_count = 0
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for child in get_children():
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if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
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bullets_to_remove.append(child)
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bullet_count += 1
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gut.p("Found %d bullets to remove: %s" % [bullet_count, bullets_to_remove.map(func(b): return b.name)])
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for bullet in bullets_to_remove:
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bullet.queue_free()
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if tower and not tower.is_queued_for_deletion():
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tower.queue_free()
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gut.p("Tower cleaned up successfully")
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gut.p("─────────────────────────────────────────\n")
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func test_properties_initialize():
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gut.p("\n▶ TEST: Properties Initialize")
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gut.p(" Checking default tower property values...")
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gut.p(" → shootingTime: %s (expected: 0)" % tower.shootingTime)
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assert_eq(tower.shootingTime, 0)
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gut.p(" → bulletSpeed: %s (expected: 600)" % tower.bulletSpeed)
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assert_eq(tower.bulletSpeed, 600)
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gut.p(" → hitpoint: %s (expected: 25)" % tower.hitpoint)
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assert_eq(tower.hitpoint, 25)
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gut.p(" → follower: %s (expected: true)" % tower.follower)
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assert_eq(tower.follower, true)
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gut.p(" → target: %s (expected: null)" % tower.target)
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assert_eq(tower.target, null)
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gut.p(" ✓ All default properties initialized correctly")
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func test_set_properties_archer_tower():
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gut.p("\n▶ TEST: Set Properties - Archer Tower")
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tower.name = "ArcherTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower.set_properties()
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gut.p(" set_properties() called")
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var timer_wait = tower.get_node("Timer").wait_time
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gut.p(" → Timer wait_time: %s (expected: 0.5 ±0.01)" % timer_wait)
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assert_almost_eq(timer_wait, 0.5, 0.01)
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gut.p(" → bulletSpeed: %s (expected: 600)" % tower.bulletSpeed)
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assert_eq(tower.bulletSpeed, 600)
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gut.p(" → hitpoint: %s (expected: 25)" % tower.hitpoint)
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assert_eq(tower.hitpoint, 25)
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var radius = tower.get_node("CharacterBody2D/Area2D/CollisionShape2D").shape.radius
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gut.p(" → Detection radius: %s (expected: 150)" % radius)
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assert_eq(radius, 150)
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gut.p(" ✓ Archer tower properties set correctly")
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func test_set_properties_wizard_tower():
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gut.p("\n▶ TEST: Set Properties - Wizard Tower")
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tower.name = "WizardTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower.set_properties()
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gut.p(" set_properties() called")
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var timer_wait = tower.get_node("Timer").wait_time
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gut.p(" → Timer wait_time: %s (expected: 1.0 ±0.01)" % timer_wait)
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assert_almost_eq(timer_wait, 1.0, 0.01)
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gut.p(" → bulletSpeed: %s (expected: 450)" % tower.bulletSpeed)
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assert_eq(tower.bulletSpeed, 450)
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gut.p(" → hitpoint: %s (expected: 15)" % tower.hitpoint)
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assert_eq(tower.hitpoint, 15)
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gut.p(" ✓ Wizard tower properties set correctly")
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func test_set_properties_mortar_tower():
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gut.p("\n▶ TEST: Set Properties - Mortar Tower")
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tower.name = "MortarTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower.set_properties()
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gut.p(" set_properties() called")
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var timer_wait = tower.get_node("Timer").wait_time
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gut.p(" → Timer wait_time: %s (expected: 2.0 ±0.01)" % timer_wait)
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assert_almost_eq(timer_wait, 2.0, 0.01)
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gut.p(" → hitpoint: %s (expected: 80)" % tower.hitpoint)
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assert_eq(tower.hitpoint, 80)
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gut.p(" ✓ Mortar tower properties set correctly")
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func test_archer_tower_shoots_arrow():
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gut.p("\n▶ TEST: Archer Tower Shoots Arrow")
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tower.name = "ArcherTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower._ready()
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gut.p(" Tower _ready() called")
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var dummy_target = Node2D.new()
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tower.target = dummy_target
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gut.p(" Dummy target assigned to tower.target")
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var bullets_before = 0
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
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bullets_before += 1
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gut.p(" Bullets in scene before shoot(): %d" % bullets_before)
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tower.shoot()
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gut.p(" shoot() called")
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var found_arrow = false
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var arrow_name = ""
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Arrow"):
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found_arrow = true
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arrow_name = child.name
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break
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if found_arrow:
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gut.p(" ✓ Arrow created successfully: %s" % arrow_name)
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else:
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gut.p(" ✗ No arrow found after shoot() call")
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assert_true(found_arrow)
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dummy_target.queue_free()
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gut.p(" ✓ Archer tower successfully shoots arrows")
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func test_wizard_tower_shoots_magic():
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gut.p("\n▶ TEST: Wizard Tower Shoots Magic")
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tower.name = "WizardTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower._ready()
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gut.p(" Tower _ready() called")
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var dummy_target = Node2D.new()
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tower.target = dummy_target
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gut.p(" Dummy target assigned to tower.target")
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var bullets_before = 0
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
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bullets_before += 1
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gut.p(" Bullets in scene before shoot(): %d" % bullets_before)
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tower.shoot()
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gut.p(" shoot() called")
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var found_magic = false
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var magic_name = ""
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Magic"):
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found_magic = true
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magic_name = child.name
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break
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if found_magic:
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gut.p(" ✓ Magic projectile created successfully: %s" % magic_name)
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else:
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gut.p(" ✗ No magic projectile found after shoot() call")
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assert_true(found_magic)
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dummy_target.queue_free()
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gut.p(" ✓ Wizard tower successfully shoots magic")
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func test_mortar_tower_lifter_animates():
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gut.p("\n▶ TEST: Mortar Tower Lifter Animation")
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tower.name = "MortarTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower._ready()
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gut.p(" Tower _ready() called")
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tower.lifter = false
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tower.lifteramount = 0
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gut.p(" Lifter state reset: lifter=%s, lifteramount=%d" % [tower.lifter, tower.lifteramount])
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var dummy_target = Node2D.new()
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tower.target = dummy_target
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gut.p(" Dummy target assigned to tower.target")
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gut.p(" Checking initial lifter state...")
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assert_false(tower.lifter)
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gut.p(" → Initial lifter: false ✓")
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tower.shoot()
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gut.p(" shoot() called")
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gut.p(" Checking lifter state after shoot()...")
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var lifter_state = tower.lifter
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var lifter_amount = tower.lifteramount
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gut.p(" → Lifter state after shoot(): %s (expected: true)" % lifter_state)
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assert_true(tower.lifter)
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gut.p(" → Lifter amount: %d (expected: 0)" % lifter_amount)
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assert_eq(tower.lifteramount, 0)
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dummy_target.queue_free()
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gut.p(" ✓ Mortar tower lifter animation triggered correctly")
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func test_no_shoot_without_target():
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gut.p("\n▶ TEST: No Shoot Without Target")
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tower.name = "ArcherTower"
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gut.p(" Tower name set to: %s" % tower.name)
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tower._ready()
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gut.p(" Tower _ready() called")
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var initial_bullet_count = 0
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
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initial_bullet_count += 1
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gut.p(" Initial bullet count in scene: %d" % initial_bullet_count)
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tower.target = null
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gut.p(" Tower target set to: null")
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gut.p(" Calling shoot() with no target...")
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tower.shoot()
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var final_bullet_count = 0
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for child in tower.get_parent().get_children():
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if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
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final_bullet_count += 1
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gut.p(" Final bullet count in scene: %d" % final_bullet_count)
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var new_bullets_created = final_bullet_count - initial_bullet_count
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gut.p(" New bullets created: %d (expected: 0)" % new_bullets_created)
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assert_eq(new_bullets_created, 0)
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gut.p(" ✓ Tower correctly prevented shooting without target")
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1
test/test_tower.gd.uid
Normal file
1
test/test_tower.gd.uid
Normal file
@ -0,0 +1 @@
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uid://cehuaq7i8m4tm
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Reference in New Issue
Block a user