Animation fix and some more tests
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@ -40,7 +40,8 @@ func target_reached() -> void:
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if name.contains("Arrow"): #special effects here!
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if randf() < 0.1:
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target.get_parent().set_speed(target.get_parent().get_speed() / 2)
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pass
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target.get_parent().adjust_speed_of_animation()
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pass
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if name.contains("Magic"):
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if randf() < 0.5:
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target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
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@ -6,6 +6,21 @@
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_lj5pp"]
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size = Vector2(18, 16)
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[sub_resource type="Animation" id="Animation_0itbo"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Sprite2D:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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[sub_resource type="Animation" id="Animation_lj5pp"]
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resource_name = "rotation"
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length = 0.5
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@ -27,21 +42,6 @@ tracks/0/keys = {
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"values": [0.0, 6.28319]
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}
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[sub_resource type="Animation" id="Animation_0itbo"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Sprite2D:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_55qby"]
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_data = {
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&"RESET": SubResource("Animation_0itbo"),
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@ -105,7 +105,7 @@ animations = [{
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"duration": 1.0,
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"texture": ExtResource("21_m5o2x")
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}],
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"loop": true,
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"loop": false,
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"name": &"hurt",
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"speed": 20.0
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}, {
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@ -201,9 +201,8 @@ collision_layer = 3
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position = Vector2(10, 0)
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scale = Vector2(0.25, 0.25)
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sprite_frames = SubResource("SpriteFrames_brd2m")
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animation = &"hurt"
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animation = &"walk"
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autoplay = "walk"
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frame_progress = 0.66798
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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scale = Vector2(2, 2)
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@ -14,8 +14,8 @@ static var NAMES = ["Forkman", "Cobold", "Ork"]
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func _ready() -> void:
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last_position = get_parent().position
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get_node("CharacterBody2D/Area2D").connect("body_entered", Callable(self, "Collision_Handler"))
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get_node("CharacterBody2D/AnimatedSprite2D").connect("animation_finished", Callable(self, "AnimatedSprite2D_animation_finished"))
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get_node("CharacterBody2D/Area2D").body_entered.connect(Collision_Handler)
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get_node("CharacterBody2D/AnimatedSprite2D").animation_finished.connect(AnimatedSprite2D_animation_finished)
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set_character_data()
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adjust_health_bar()
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@ -67,11 +67,14 @@ func set_character_data():
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shield = 0
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damage = 1
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get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = float(speed) / 100 #adjust animation speed based on the character speed
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adjust_speed_of_animation() #adjust animation speed based on the character speed
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current_health = health
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current_shield = shield
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func adjust_speed_of_animation() -> void:
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get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = snapped(float(speed) / 100, 0.1)
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func adjust_health_bar() -> void:
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var health_bar = get_node("ProgressBar")
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@ -102,6 +105,7 @@ func adjust_health_bar() -> void:
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health_bar.add_theme_stylebox_override("background", bg_style)
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func enemy_hurt(amount) -> void:
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get_node("CharacterBody2D/AnimatedSprite2D").play("hurt")
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if current_shield > 0:
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if current_shield > amount:
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current_shield -= amount
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@ -118,16 +122,16 @@ func enemy_hurt(amount) -> void:
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adjust_health_bar()
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func AnimatedSprite2D_animation_finished() -> void:
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var animated_sprite = get_node("CharacterBody2D/AnimatedSprite2D")
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if animated_sprite.animation == "hurt":
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animated_sprite.play("walk")
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print("Switching to walk animation. Current Speed Scale:",
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get_node("CharacterBody2D/AnimatedSprite2D").speed_scale)
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get_node("CharacterBody2D/AnimatedSprite2D").play("walk")
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func Collision_Handler(body: Node2D):
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if body.get_parent().name.contains("StickTrap"):
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if not body.get_parent().get_if_moving_state():
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enemy_hurt(25)
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get_node("CharacterBody2D/AnimatedSprite2D").play("hurt")
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if body.get_parent().name.contains("Mine"):
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if not body.get_parent().get_if_moving_state():
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var surrounding_enemies = body.get_node("Area2D").get_overlapping_bodies()
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@ -108,7 +108,7 @@ animations = [{
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"duration": 1.0,
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"texture": ExtResource("21_to6c5")
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}],
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"loop": true,
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"loop": false,
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"name": &"hurt",
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"speed": 20.0
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}, {
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@ -206,10 +206,8 @@ shape = SubResource("CircleShape2D_ra45u")
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position = Vector2(10, 0)
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scale = Vector2(0.2, 0.186)
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sprite_frames = SubResource("SpriteFrames_gxpsl")
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animation = &"hurt"
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animation = &"walk"
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autoplay = "walk"
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frame = 11
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frame_progress = 0.9629
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[node name="Area2D" type="Area2D" parent="CharacterBody2D"]
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@ -105,7 +105,7 @@ animations = [{
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"duration": 1.0,
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"texture": ExtResource("21_xh1xf")
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}],
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"loop": true,
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"loop": false,
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"name": &"hurt",
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"speed": 20.0
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}, {
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@ -201,9 +201,8 @@ collision_layer = 3
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position = Vector2(10, 0)
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scale = Vector2(0.18, 0.18)
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sprite_frames = SubResource("SpriteFrames_h86ts")
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animation = &"hurt"
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animation = &"walk"
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autoplay = "walk"
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frame_progress = 0.748545
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[node name="Area2D" type="Area2D" parent="CharacterBody2D"]
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@ -1,66 +1,82 @@
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extends GutTest
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var EnemyScene = load("res://Game/Mobs/forkman.tscn") # Ellenenség PackedScene útvonala
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var EnemyScene = load("res://Game/Mobs/forkman.tscn") # Path to enemy PackedScene
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var _enemy_instance = null
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var _mock_parent = null
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func before_each():
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# Szülő mockolása PathFollow2D helyett
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# Mock parent instead of PathFollow2D
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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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# Scene példányosítása
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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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# Gyermek node-ok inicializálása
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await get_tree().process_frame # Szükséges a _ready() függvény teljes lefutásához
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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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func after_each():
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_enemy_instance.queue_free()
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_mock_parent.queue_free()
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# Check for children
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func test_scene_initialization():
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# Gyermek elemek ellenőrzése
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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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assert_not_null(character_body, "Hiányzó CharacterBody2D")
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assert_not_null(health_bar, "Hiányzó ProgressBar")
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assert_not_null(character_body, "Missing CharacterBody2D")
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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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# Kezdeti állapot beállítása
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_enemy_instance.current_shield = 50
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_enemy_instance.current_health = 100
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# Sebzés alkalmazása
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_enemy_instance.enemy_hurt(30)
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# Ellenőrzések
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assert_eq(_enemy_instance.current_shield, 20, "Pajzs érték helytelen")
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assert_eq(_enemy_instance.current_health, 100, "Életerő nem változhat pajzs esetén")
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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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# Kezdeti állapot
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_enemy_instance.current_shield = 20
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_enemy_instance.current_health = 100
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# Nagy sebzés
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_enemy_instance.enemy_hurt(30)
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# Ellenőrzések
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assert_eq(_enemy_instance.current_shield, 0, "Pajzsnak nullának kell lennie")
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assert_eq(_enemy_instance.current_health, 90, "Életerő csökkenés hibás")
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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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# Pajzs nélküli állapot
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_enemy_instance.current_shield = 0
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_enemy_instance.current_health = 80
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# Sebzés
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_enemy_instance.enemy_hurt(25)
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assert_eq(_enemy_instance.current_shield, 0, "Pajzs mértékének csökkenése változatlan")
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assert_eq(_enemy_instance.current_health, 55, "Életerő csökkenés hibás pajzs nélkül")
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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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_enemy_instance.enemy_hurt(10)
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var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
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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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_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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#check for cholorchange on healthbar
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func test_health_bar_color_changes_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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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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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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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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assert_lt(_mock_parent.scale.x, 0, "Negative scaling when moving left")
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