Animation fix and some more tests

This commit is contained in:
2025-04-29 12:04:48 +02:00
parent 08479e83c1
commit fc4285e99d
7 changed files with 81 additions and 64 deletions

View File

@ -40,7 +40,8 @@ func target_reached() -> void:
if name.contains("Arrow"): #special effects here!
if randf() < 0.1:
target.get_parent().set_speed(target.get_parent().get_speed() / 2)
pass
target.get_parent().adjust_speed_of_animation()
pass
if name.contains("Magic"):
if randf() < 0.5:
target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))

View File

@ -6,6 +6,21 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_lj5pp"]
size = Vector2(18, 16)
[sub_resource type="Animation" id="Animation_0itbo"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="Animation" id="Animation_lj5pp"]
resource_name = "rotation"
length = 0.5
@ -27,21 +42,6 @@ tracks/0/keys = {
"values": [0.0, 6.28319]
}
[sub_resource type="Animation" id="Animation_0itbo"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_55qby"]
_data = {
&"RESET": SubResource("Animation_0itbo"),

View File

@ -105,7 +105,7 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("21_m5o2x")
}],
"loop": true,
"loop": false,
"name": &"hurt",
"speed": 20.0
}, {
@ -201,9 +201,8 @@ collision_layer = 3
position = Vector2(10, 0)
scale = Vector2(0.25, 0.25)
sprite_frames = SubResource("SpriteFrames_brd2m")
animation = &"hurt"
animation = &"walk"
autoplay = "walk"
frame_progress = 0.66798
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
scale = Vector2(2, 2)

View File

@ -14,8 +14,8 @@ static var NAMES = ["Forkman", "Cobold", "Ork"]
func _ready() -> void:
last_position = get_parent().position
get_node("CharacterBody2D/Area2D").connect("body_entered", Callable(self, "Collision_Handler"))
get_node("CharacterBody2D/AnimatedSprite2D").connect("animation_finished", Callable(self, "AnimatedSprite2D_animation_finished"))
get_node("CharacterBody2D/Area2D").body_entered.connect(Collision_Handler)
get_node("CharacterBody2D/AnimatedSprite2D").animation_finished.connect(AnimatedSprite2D_animation_finished)
set_character_data()
adjust_health_bar()
@ -67,11 +67,14 @@ func set_character_data():
shield = 0
damage = 1
get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = float(speed) / 100 #adjust animation speed based on the character speed
adjust_speed_of_animation() #adjust animation speed based on the character speed
current_health = health
current_shield = shield
func adjust_speed_of_animation() -> void:
get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = snapped(float(speed) / 100, 0.1)
func adjust_health_bar() -> void:
var health_bar = get_node("ProgressBar")
@ -102,6 +105,7 @@ func adjust_health_bar() -> void:
health_bar.add_theme_stylebox_override("background", bg_style)
func enemy_hurt(amount) -> void:
get_node("CharacterBody2D/AnimatedSprite2D").play("hurt")
if current_shield > 0:
if current_shield > amount:
current_shield -= amount
@ -118,16 +122,16 @@ func enemy_hurt(amount) -> void:
adjust_health_bar()
func AnimatedSprite2D_animation_finished() -> void:
var animated_sprite = get_node("CharacterBody2D/AnimatedSprite2D")
if animated_sprite.animation == "hurt":
animated_sprite.play("walk")
print("Switching to walk animation. Current Speed Scale:",
get_node("CharacterBody2D/AnimatedSprite2D").speed_scale)
get_node("CharacterBody2D/AnimatedSprite2D").play("walk")
func Collision_Handler(body: Node2D):
if body.get_parent().name.contains("StickTrap"):
if not body.get_parent().get_if_moving_state():
enemy_hurt(25)
get_node("CharacterBody2D/AnimatedSprite2D").play("hurt")
if body.get_parent().name.contains("Mine"):
if not body.get_parent().get_if_moving_state():
var surrounding_enemies = body.get_node("Area2D").get_overlapping_bodies()

View File

@ -108,7 +108,7 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("21_to6c5")
}],
"loop": true,
"loop": false,
"name": &"hurt",
"speed": 20.0
}, {
@ -206,10 +206,8 @@ shape = SubResource("CircleShape2D_ra45u")
position = Vector2(10, 0)
scale = Vector2(0.2, 0.186)
sprite_frames = SubResource("SpriteFrames_gxpsl")
animation = &"hurt"
animation = &"walk"
autoplay = "walk"
frame = 11
frame_progress = 0.9629
[node name="Area2D" type="Area2D" parent="CharacterBody2D"]

View File

@ -105,7 +105,7 @@ animations = [{
"duration": 1.0,
"texture": ExtResource("21_xh1xf")
}],
"loop": true,
"loop": false,
"name": &"hurt",
"speed": 20.0
}, {
@ -201,9 +201,8 @@ collision_layer = 3
position = Vector2(10, 0)
scale = Vector2(0.18, 0.18)
sprite_frames = SubResource("SpriteFrames_h86ts")
animation = &"hurt"
animation = &"walk"
autoplay = "walk"
frame_progress = 0.748545
[node name="Area2D" type="Area2D" parent="CharacterBody2D"]

View File

@ -1,66 +1,82 @@
extends GutTest
var EnemyScene = load("res://Game/Mobs/forkman.tscn") # Ellenenség PackedScene útvonala
var EnemyScene = load("res://Game/Mobs/forkman.tscn") # Path to enemy PackedScene
var _enemy_instance = null
var _mock_parent = null
func before_each():
# Szülő mockolása PathFollow2D helyett
# Mock parent instead of PathFollow2D
_mock_parent = PathFollow2D.new()
_mock_parent.name = "PathFollow2D_Mock"
add_child(_mock_parent)
# Scene példányosítása
# Instantiate scene
_enemy_instance = EnemyScene.instantiate()
_mock_parent.add_child(_enemy_instance)
# Gyermek node-ok inicializálása
await get_tree().process_frame # Szükséges a _ready() függvény teljes lefutásához
# Initialize child nodes
await get_tree().process_frame # Required for complete _ready() execution
func after_each():
_enemy_instance.queue_free()
_mock_parent.queue_free()
# Check for children
func test_scene_initialization():
# Gyermek elemek ellenőrzése
var character_body = _enemy_instance.get_node("CharacterBody2D")
var health_bar = _enemy_instance.get_node("ProgressBar")
assert_not_null(character_body, "Hiányzó CharacterBody2D")
assert_not_null(health_bar, "Hiányzó ProgressBar")
assert_not_null(character_body, "Missing CharacterBody2D")
assert_not_null(health_bar, "Missing ProgressBar")
# Check damage mechanics
func test_shield_damage_reduction():
# Kezdeti állapot beállítása
_enemy_instance.current_shield = 50
_enemy_instance.current_health = 100
# Sebzés alkalmazása
_enemy_instance.enemy_hurt(30)
# Ellenőrzések
assert_eq(_enemy_instance.current_shield, 20, "Pajzs érték helytelen")
assert_eq(_enemy_instance.current_health, 100, "Életerő nem változhat pajzs esetén")
assert_eq(_enemy_instance.current_shield, 20, "Incorrect shield value")
assert_eq(_enemy_instance.current_health, 100, "Health should remain unchanged with this damage amount")
func test_shield_break_and_health_damage():
# Kezdeti állapot
_enemy_instance.current_shield = 20
_enemy_instance.current_health = 100
# Nagy sebzés
_enemy_instance.enemy_hurt(30)
# Ellenőrzések
assert_eq(_enemy_instance.current_shield, 0, "Pajzsnak nullának kell lennie")
assert_eq(_enemy_instance.current_health, 90, "Életerő csökkenés hibás")
assert_eq(_enemy_instance.current_shield, 0, "Shield should be depleted")
assert_eq(_enemy_instance.current_health, 90, "Incorrect health value")
func test_health_damage_without_shield():
# Pajzs nélküli állapot
_enemy_instance.current_shield = 0
_enemy_instance.current_health = 80
# Sebzés
_enemy_instance.enemy_hurt(25)
assert_eq(_enemy_instance.current_shield, 0, "Pajzs mértékének csökkenése változatlan")
assert_eq(_enemy_instance.current_health, 55, "Életerő csökkenés hibás pajzs nélkül")
assert_eq(_enemy_instance.current_shield, 0, "Shield should remain zero")
assert_eq(_enemy_instance.current_health, 55, "Incorrect health amount")
#Check for animation change
func test_hurt_animation_plays_on_damage():
_enemy_instance.enemy_hurt(10)
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
assert_eq(anim_sprite.animation, "hurt", "Hurt animation must be playing")
#Check animation speed change
func test_animation_speed_scales_with_speed():
# Sebesség beállítások ellenőrzése
_enemy_instance.set_character_data()
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
var expected_speed = snapped(_enemy_instance.speed / 100.0 , 0.1)
assert_eq(snapped(anim_sprite.speed_scale, 0.1), expected_speed, "Animation speed should match movement speed")
#check for cholorchange on healthbar
func test_health_bar_color_changes_with_shield():
_enemy_instance.current_shield = 50
_enemy_instance.adjust_health_bar()
var fill_style = _enemy_instance.get_node("ProgressBar").get_theme_stylebox("fill")
assert_eq(fill_style.bg_color, Color(0,0,1), "Must be blue in case of shield")
#Check character flip
func test_character_flips_based_on_movement_direction():
var initial_scale = _mock_parent.scale.x
_mock_parent.position.x += 10
_enemy_instance.move_character(0.1)
assert_gt(_mock_parent.scale.x, 0, "Positive scaling when moving to the right")
_mock_parent.position.x -= 20
_enemy_instance.move_character(0.1)
assert_lt(_mock_parent.scale.x, 0, "Negative scaling when moving left")