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

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@ -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")