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performanc
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| af546fee5f |
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|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
|
Before Width: | Height: | Size: 1.7 KiB |
@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=187 format=4 uid="uid://dql8q1od3r32h"]
|
[gd_scene load_steps=188 format=4 uid="uid://dql8q1od3r32h"]
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://f1npbjsw71nk" path="res://Assets/Tiles/Fields/FieldsTile_01.png" id="1_fdpq6"]
|
[ext_resource type="Texture2D" uid="uid://f1npbjsw71nk" path="res://Assets/Tiles/Fields/FieldsTile_01.png" id="1_fdpq6"]
|
||||||
[ext_resource type="Script" uid="uid://xo6vbicdva8d" path="res://Game/Maps/map_managger.gd" id="1_rec5e"]
|
[ext_resource type="Script" uid="uid://xo6vbicdva8d" path="res://Game/Maps/map_managger.gd" id="1_rec5e"]
|
||||||
@ -113,6 +113,7 @@
|
|||||||
[ext_resource type="Texture2D" uid="uid://e1fkqo6mryto" path="res://Assets/Decors/4 Stone/8.png" id="111_xx2jp"]
|
[ext_resource type="Texture2D" uid="uid://e1fkqo6mryto" path="res://Assets/Decors/4 Stone/8.png" id="111_xx2jp"]
|
||||||
[ext_resource type="Texture2D" uid="uid://c5cshf3uwarcy" path="res://Assets/Decors/4 Stone/1.png" id="112_skmhh"]
|
[ext_resource type="Texture2D" uid="uid://c5cshf3uwarcy" path="res://Assets/Decors/4 Stone/1.png" id="112_skmhh"]
|
||||||
[ext_resource type="Script" uid="uid://btn404qyu6kop" path="res://Game/Maps/Map1_setup.gd" id="113_skmhh"]
|
[ext_resource type="Script" uid="uid://btn404qyu6kop" path="res://Game/Maps/Map1_setup.gd" id="113_skmhh"]
|
||||||
|
[ext_resource type="PackedScene" uid="uid://2if0t12rfa3f" path="res://Game/Mountains/simple_mountain_1.tscn" id="114_av5r3"]
|
||||||
|
|
||||||
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_skmhh"]
|
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_skmhh"]
|
||||||
texture = ExtResource("1_fdpq6")
|
texture = ExtResource("1_fdpq6")
|
||||||
@ -1602,4 +1603,7 @@ size_flags_horizontal = 6
|
|||||||
[node name="Setup" type="Node" parent="."]
|
[node name="Setup" type="Node" parent="."]
|
||||||
script = ExtResource("113_skmhh")
|
script = ExtResource("113_skmhh")
|
||||||
|
|
||||||
|
[node name="SimpleMountain1" parent="." instance=ExtResource("114_av5r3")]
|
||||||
|
position = Vector2(760, 399)
|
||||||
|
|
||||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
||||||
|
|||||||
15
Game/Mountains/simple_mountain_1.tscn
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://2if0t12rfa3f"]
|
||||||
|
|
||||||
|
[ext_resource type="Texture2D" uid="uid://cuvnn2fheo3g1" path="res://Assets/Mountains/middle_lane_rocks1/middle_lane_rock1_4.png" id="1_mccke"]
|
||||||
|
|
||||||
|
[node name="SimpleMountain1" type="CharacterBody2D"]
|
||||||
|
|
||||||
|
[node name="DesertRock1" type="Sprite2D" parent="."]
|
||||||
|
position = Vector2(80, -4)
|
||||||
|
scale = Vector2(4.98361, 2.2)
|
||||||
|
texture = ExtResource("1_mccke")
|
||||||
|
|
||||||
|
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
||||||
|
position = Vector2(68, -1)
|
||||||
|
scale = Vector2(14.75, 3.9)
|
||||||
|
polygon = PackedVector2Array(-10, 10.5128, 11.1186, 10.5128, 10.0339, 0.25641, 7, -10, 0.271187, -12.0513, -8.40678, -1.79487)
|
||||||
@ -1,6 +1,6 @@
|
|||||||
extends Node2D
|
extends Node2D
|
||||||
|
|
||||||
var shootingTime = 0
|
var shootingTime = 0 #wanna rename it to cooldown in the future
|
||||||
var bulletSpeed = 0
|
var bulletSpeed = 0
|
||||||
var hitpoint = 0
|
var hitpoint = 0
|
||||||
|
|
||||||
|
|||||||
66
export_presets.cfg
Normal file
@ -0,0 +1,66 @@
|
|||||||
|
[preset.0]
|
||||||
|
|
||||||
|
name="Windows Desktop"
|
||||||
|
platform="Windows Desktop"
|
||||||
|
runnable=true
|
||||||
|
advanced_options=false
|
||||||
|
dedicated_server=false
|
||||||
|
custom_features=""
|
||||||
|
export_filter="all_resources"
|
||||||
|
include_filter=""
|
||||||
|
exclude_filter=""
|
||||||
|
export_path="C:/Users/Gosztolya Máté/Desktop/Defensaria.exe"
|
||||||
|
patches=PackedStringArray()
|
||||||
|
encryption_include_filters=""
|
||||||
|
encryption_exclude_filters=""
|
||||||
|
seed=0
|
||||||
|
encrypt_pck=false
|
||||||
|
encrypt_directory=false
|
||||||
|
script_export_mode=2
|
||||||
|
|
||||||
|
[preset.0.options]
|
||||||
|
|
||||||
|
custom_template/debug=""
|
||||||
|
custom_template/release=""
|
||||||
|
debug/export_console_wrapper=1
|
||||||
|
binary_format/embed_pck=true
|
||||||
|
texture_format/s3tc_bptc=true
|
||||||
|
texture_format/etc2_astc=false
|
||||||
|
binary_format/architecture="x86_64"
|
||||||
|
codesign/enable=false
|
||||||
|
codesign/timestamp=true
|
||||||
|
codesign/timestamp_server_url=""
|
||||||
|
codesign/digest_algorithm=1
|
||||||
|
codesign/description=""
|
||||||
|
codesign/custom_options=PackedStringArray()
|
||||||
|
application/modify_resources=true
|
||||||
|
application/icon=""
|
||||||
|
application/console_wrapper_icon=""
|
||||||
|
application/icon_interpolation=4
|
||||||
|
application/file_version="1.0"
|
||||||
|
application/product_version="1.0"
|
||||||
|
application/company_name=""
|
||||||
|
application/product_name="Defensaria"
|
||||||
|
application/file_description=""
|
||||||
|
application/copyright="Gosztolya Máté"
|
||||||
|
application/trademarks=""
|
||||||
|
application/export_angle=0
|
||||||
|
application/export_d3d12=0
|
||||||
|
application/d3d12_agility_sdk_multiarch=true
|
||||||
|
ssh_remote_deploy/enabled=false
|
||||||
|
ssh_remote_deploy/host="user@host_ip"
|
||||||
|
ssh_remote_deploy/port="22"
|
||||||
|
ssh_remote_deploy/extra_args_ssh=""
|
||||||
|
ssh_remote_deploy/extra_args_scp=""
|
||||||
|
ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}'
|
||||||
|
$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}'
|
||||||
|
$trigger = New-ScheduledTaskTrigger -Once -At 00:00
|
||||||
|
$settings = New-ScheduledTaskSettingsSet -AllowStartIfOnBatteries -DontStopIfGoingOnBatteries
|
||||||
|
$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings
|
||||||
|
Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true
|
||||||
|
Start-ScheduledTask -TaskName godot_remote_debug
|
||||||
|
while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 }
|
||||||
|
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue"
|
||||||
|
ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue
|
||||||
|
Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue
|
||||||
|
Remove-Item -Recurse -Force '{temp_dir}'"
|
||||||
@ -9,13 +9,16 @@ func before_each():
|
|||||||
_mock_parent = PathFollow2D.new()
|
_mock_parent = PathFollow2D.new()
|
||||||
_mock_parent.name = "PathFollow2D_Mock"
|
_mock_parent.name = "PathFollow2D_Mock"
|
||||||
add_child(_mock_parent)
|
add_child(_mock_parent)
|
||||||
|
gut.p(" → PathFollow2D mock created")
|
||||||
|
|
||||||
# Instantiate scene
|
# Instantiate scene
|
||||||
_enemy_instance = EnemyScene.instantiate()
|
_enemy_instance = EnemyScene.instantiate()
|
||||||
_mock_parent.add_child(_enemy_instance)
|
_mock_parent.add_child(_enemy_instance)
|
||||||
|
gut.p(" → Enemy instance instantiated from: %s" % EnemyScene.resource_path)
|
||||||
|
|
||||||
# Initialize child nodes
|
# Initialize child nodes
|
||||||
await get_tree().process_frame # Required for complete _ready() execution
|
await get_tree().process_frame # Required for complete _ready() execution
|
||||||
|
gut.p(" → Process frame awaited for initialization")
|
||||||
|
|
||||||
func after_each():
|
func after_each():
|
||||||
_enemy_instance.queue_free()
|
_enemy_instance.queue_free()
|
||||||
@ -23,60 +26,82 @@ func after_each():
|
|||||||
|
|
||||||
# Check for children
|
# Check for children
|
||||||
func test_scene_initialization():
|
func test_scene_initialization():
|
||||||
|
gut.p("\n▶ TEST: Scene Initialization")
|
||||||
var character_body = _enemy_instance.get_node("CharacterBody2D")
|
var character_body = _enemy_instance.get_node("CharacterBody2D")
|
||||||
var health_bar = _enemy_instance.get_node("ProgressBar")
|
var health_bar = _enemy_instance.get_node("ProgressBar")
|
||||||
|
gut.p(" → CharacterBody2D: %s" % ("✓ Found" if character_body else "✗ Missing"))
|
||||||
assert_not_null(character_body, "Missing CharacterBody2D")
|
assert_not_null(character_body, "Missing CharacterBody2D")
|
||||||
|
gut.p(" → ProgressBar: %s" % ("✓ Found" if health_bar else "✗ Missing"))
|
||||||
assert_not_null(health_bar, "Missing ProgressBar")
|
assert_not_null(health_bar, "Missing ProgressBar")
|
||||||
|
|
||||||
# Check damage mechanics
|
# Check damage mechanics
|
||||||
func test_shield_damage_reduction():
|
func test_shield_damage_reduction():
|
||||||
|
gut.p("\n▶ TEST: Shield Damage Reduction")
|
||||||
_enemy_instance.current_shield = 50
|
_enemy_instance.current_shield = 50
|
||||||
_enemy_instance.current_health = 100
|
_enemy_instance.current_health = 100
|
||||||
|
gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
_enemy_instance.enemy_hurt(30)
|
_enemy_instance.enemy_hurt(30)
|
||||||
|
gut.p(" → After 30 damage: Shield=%d (expected 20), Health=%d (expected 100)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
assert_eq(_enemy_instance.current_shield, 20, "Incorrect shield value")
|
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")
|
assert_eq(_enemy_instance.current_health, 100, "Health should remain unchanged with this damage amount")
|
||||||
|
|
||||||
func test_shield_break_and_health_damage():
|
func test_shield_break_and_health_damage():
|
||||||
|
gut.p("\n▶ TEST: Shield Break and Health Damage")
|
||||||
_enemy_instance.current_shield = 20
|
_enemy_instance.current_shield = 20
|
||||||
_enemy_instance.current_health = 100
|
_enemy_instance.current_health = 100
|
||||||
|
gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
_enemy_instance.enemy_hurt(30)
|
_enemy_instance.enemy_hurt(30)
|
||||||
|
gut.p(" → After 30 damage: Shield=%d (expected 0), Health=%d (expected 90)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
assert_eq(_enemy_instance.current_shield, 0, "Shield should be depleted")
|
assert_eq(_enemy_instance.current_shield, 0, "Shield should be depleted")
|
||||||
assert_eq(_enemy_instance.current_health, 90, "Incorrect health value")
|
assert_eq(_enemy_instance.current_health, 90, "Incorrect health value")
|
||||||
|
|
||||||
func test_health_damage_without_shield():
|
func test_health_damage_without_shield():
|
||||||
|
gut.p("\n▶ TEST: Health Damage Without Shield")
|
||||||
_enemy_instance.current_shield = 0
|
_enemy_instance.current_shield = 0
|
||||||
_enemy_instance.current_health = 80
|
_enemy_instance.current_health = 80
|
||||||
|
gut.p(" → Initial: Shield=%d, Health=%d" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
_enemy_instance.enemy_hurt(25)
|
_enemy_instance.enemy_hurt(25)
|
||||||
|
gut.p(" → After 25 damage: Shield=%d (expected 0), Health=%d (expected 55)" % [_enemy_instance.current_shield, _enemy_instance.current_health])
|
||||||
assert_eq(_enemy_instance.current_shield, 0, "Shield should remain zero")
|
assert_eq(_enemy_instance.current_shield, 0, "Shield should remain zero")
|
||||||
assert_eq(_enemy_instance.current_health, 55, "Incorrect health amount")
|
assert_eq(_enemy_instance.current_health, 55, "Incorrect health amount")
|
||||||
|
|
||||||
#Check for animation change
|
#Check for animation change
|
||||||
func test_hurt_animation_plays_on_damage():
|
func test_hurt_animation_plays_on_damage():
|
||||||
|
gut.p("\n▶ TEST: Hurt Animation on Damage")
|
||||||
_enemy_instance.enemy_hurt(10)
|
_enemy_instance.enemy_hurt(10)
|
||||||
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
|
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
|
||||||
|
gut.p(" → Animation: %s (expected 'hurt')" % anim_sprite.animation)
|
||||||
assert_eq(anim_sprite.animation, "hurt", "Hurt animation must be playing")
|
assert_eq(anim_sprite.animation, "hurt", "Hurt animation must be playing")
|
||||||
|
|
||||||
#Check animation speed change
|
#Check animation speed change
|
||||||
func test_animation_speed_scales_with_speed():
|
func test_animation_speed_scales_with_speed():
|
||||||
# Sebesség beállítások ellenőrzése
|
gut.p("\n▶ TEST: Animation Speed Scaling")
|
||||||
_enemy_instance.set_character_data()
|
_enemy_instance.set_character_data()
|
||||||
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
|
var anim_sprite = _enemy_instance.get_node("CharacterBody2D/AnimatedSprite2D")
|
||||||
var expected_speed = snapped(_enemy_instance.speed / 100.0 , 0.1)
|
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")
|
var actual_speed = snapped(anim_sprite.speed_scale, 0.1)
|
||||||
|
gut.p(" → Character speed: %d" % _enemy_instance.speed)
|
||||||
|
gut.p(" → Animation speed: %s (expected %s)" % [actual_speed, expected_speed])
|
||||||
|
assert_eq(actual_speed, expected_speed, "Animation speed should match movement speed")
|
||||||
|
|
||||||
#check for cholorchange on healthbar
|
#check for colorchange on healthbar
|
||||||
func test_health_bar_color_changes_with_shield():
|
func test_health_bar_color_changes_with_shield():
|
||||||
|
gut.p("\n▶ TEST: Health Bar Color with Shield")
|
||||||
_enemy_instance.current_shield = 50
|
_enemy_instance.current_shield = 50
|
||||||
_enemy_instance.adjust_health_bar()
|
_enemy_instance.adjust_health_bar()
|
||||||
var fill_style = _enemy_instance.get_node("ProgressBar").get_theme_stylebox("fill")
|
var fill_style = _enemy_instance.get_node("ProgressBar").get_theme_stylebox("fill")
|
||||||
|
gut.p(" → Shield: %d, Color: %s (expected blue)" % [_enemy_instance.current_shield, fill_style.bg_color])
|
||||||
assert_eq(fill_style.bg_color, Color(0,0,1), "Must be blue in case of shield")
|
assert_eq(fill_style.bg_color, Color(0,0,1), "Must be blue in case of shield")
|
||||||
|
|
||||||
#Check character flip
|
#Check character flip
|
||||||
func test_character_flips_based_on_movement_direction():
|
func test_character_flips_based_on_movement_direction():
|
||||||
|
gut.p("\n▶ TEST: Character Flip Direction")
|
||||||
var initial_scale = _mock_parent.scale.x
|
var initial_scale = _mock_parent.scale.x
|
||||||
_mock_parent.position.x += 10
|
_mock_parent.position.x += 10
|
||||||
_enemy_instance.move_character(0.1)
|
_enemy_instance.move_character(0.1)
|
||||||
|
gut.p(" → Moving right: scale=%s (expected > 0)" % _mock_parent.scale.x)
|
||||||
assert_gt(_mock_parent.scale.x, 0, "Positive scaling when moving to the right")
|
assert_gt(_mock_parent.scale.x, 0, "Positive scaling when moving to the right")
|
||||||
_mock_parent.position.x -= 20
|
_mock_parent.position.x -= 20
|
||||||
_enemy_instance.move_character(0.1)
|
_enemy_instance.move_character(0.1)
|
||||||
|
gut.p(" → Moving left: scale=%s (expected < 0)" % _mock_parent.scale.x)
|
||||||
assert_lt(_mock_parent.scale.x, 0, "Negative scaling when moving left")
|
assert_lt(_mock_parent.scale.x, 0, "Negative scaling when moving left")
|
||||||
|
|||||||
259
test/test_tower.gd
Normal file
@ -0,0 +1,259 @@
|
|||||||
|
extends GutTest
|
||||||
|
|
||||||
|
var ArcherTower_scene = preload("res://Game/Towers/archer_tower.tscn")
|
||||||
|
var tower
|
||||||
|
|
||||||
|
func before_each():
|
||||||
|
tower = ArcherTower_scene.instantiate()
|
||||||
|
add_child(tower)
|
||||||
|
gut.p("════════════════════════════════════════")
|
||||||
|
gut.p("Setting up test with fresh tower instance")
|
||||||
|
gut.p("════════════════════════════════════════")
|
||||||
|
|
||||||
|
func after_each():
|
||||||
|
gut.p("─────────────────────────────────────────")
|
||||||
|
gut.p("Cleaning up test resources...")
|
||||||
|
|
||||||
|
# Clean up all spawned bullets from the test's children
|
||||||
|
var bullets_to_remove = []
|
||||||
|
var bullet_count = 0
|
||||||
|
for child in get_children():
|
||||||
|
if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
|
||||||
|
bullets_to_remove.append(child)
|
||||||
|
bullet_count += 1
|
||||||
|
|
||||||
|
gut.p("Found %d bullets to remove: %s" % [bullet_count, bullets_to_remove.map(func(b): return b.name)])
|
||||||
|
|
||||||
|
for bullet in bullets_to_remove:
|
||||||
|
bullet.queue_free()
|
||||||
|
|
||||||
|
if tower and not tower.is_queued_for_deletion():
|
||||||
|
tower.queue_free()
|
||||||
|
gut.p("Tower cleaned up successfully")
|
||||||
|
|
||||||
|
gut.p("─────────────────────────────────────────\n")
|
||||||
|
|
||||||
|
func test_properties_initialize():
|
||||||
|
gut.p("\n▶ TEST: Properties Initialize")
|
||||||
|
gut.p(" Checking default tower property values...")
|
||||||
|
|
||||||
|
gut.p(" → shootingTime: %s (expected: 0)" % tower.shootingTime)
|
||||||
|
assert_eq(tower.shootingTime, 0)
|
||||||
|
|
||||||
|
gut.p(" → bulletSpeed: %s (expected: 600)" % tower.bulletSpeed)
|
||||||
|
assert_eq(tower.bulletSpeed, 600)
|
||||||
|
|
||||||
|
gut.p(" → hitpoint: %s (expected: 25)" % tower.hitpoint)
|
||||||
|
assert_eq(tower.hitpoint, 25)
|
||||||
|
|
||||||
|
gut.p(" → follower: %s (expected: true)" % tower.follower)
|
||||||
|
assert_eq(tower.follower, true)
|
||||||
|
|
||||||
|
gut.p(" → target: %s (expected: null)" % tower.target)
|
||||||
|
assert_eq(tower.target, null)
|
||||||
|
|
||||||
|
gut.p(" ✓ All default properties initialized correctly")
|
||||||
|
|
||||||
|
func test_set_properties_archer_tower():
|
||||||
|
gut.p("\n▶ TEST: Set Properties - Archer Tower")
|
||||||
|
tower.name = "ArcherTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower.set_properties()
|
||||||
|
gut.p(" set_properties() called")
|
||||||
|
|
||||||
|
var timer_wait = tower.get_node("Timer").wait_time
|
||||||
|
gut.p(" → Timer wait_time: %s (expected: 0.5 ±0.01)" % timer_wait)
|
||||||
|
assert_almost_eq(timer_wait, 0.5, 0.01)
|
||||||
|
|
||||||
|
gut.p(" → bulletSpeed: %s (expected: 600)" % tower.bulletSpeed)
|
||||||
|
assert_eq(tower.bulletSpeed, 600)
|
||||||
|
|
||||||
|
gut.p(" → hitpoint: %s (expected: 25)" % tower.hitpoint)
|
||||||
|
assert_eq(tower.hitpoint, 25)
|
||||||
|
|
||||||
|
var radius = tower.get_node("CharacterBody2D/Area2D/CollisionShape2D").shape.radius
|
||||||
|
gut.p(" → Detection radius: %s (expected: 150)" % radius)
|
||||||
|
assert_eq(radius, 150)
|
||||||
|
|
||||||
|
gut.p(" ✓ Archer tower properties set correctly")
|
||||||
|
|
||||||
|
func test_set_properties_wizard_tower():
|
||||||
|
gut.p("\n▶ TEST: Set Properties - Wizard Tower")
|
||||||
|
tower.name = "WizardTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower.set_properties()
|
||||||
|
gut.p(" set_properties() called")
|
||||||
|
|
||||||
|
var timer_wait = tower.get_node("Timer").wait_time
|
||||||
|
gut.p(" → Timer wait_time: %s (expected: 1.0 ±0.01)" % timer_wait)
|
||||||
|
assert_almost_eq(timer_wait, 1.0, 0.01)
|
||||||
|
|
||||||
|
gut.p(" → bulletSpeed: %s (expected: 450)" % tower.bulletSpeed)
|
||||||
|
assert_eq(tower.bulletSpeed, 450)
|
||||||
|
|
||||||
|
gut.p(" → hitpoint: %s (expected: 15)" % tower.hitpoint)
|
||||||
|
assert_eq(tower.hitpoint, 15)
|
||||||
|
|
||||||
|
gut.p(" ✓ Wizard tower properties set correctly")
|
||||||
|
|
||||||
|
func test_set_properties_mortar_tower():
|
||||||
|
gut.p("\n▶ TEST: Set Properties - Mortar Tower")
|
||||||
|
tower.name = "MortarTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower.set_properties()
|
||||||
|
gut.p(" set_properties() called")
|
||||||
|
|
||||||
|
var timer_wait = tower.get_node("Timer").wait_time
|
||||||
|
gut.p(" → Timer wait_time: %s (expected: 2.0 ±0.01)" % timer_wait)
|
||||||
|
assert_almost_eq(timer_wait, 2.0, 0.01)
|
||||||
|
|
||||||
|
gut.p(" → hitpoint: %s (expected: 80)" % tower.hitpoint)
|
||||||
|
assert_eq(tower.hitpoint, 80)
|
||||||
|
|
||||||
|
gut.p(" ✓ Mortar tower properties set correctly")
|
||||||
|
|
||||||
|
func test_archer_tower_shoots_arrow():
|
||||||
|
gut.p("\n▶ TEST: Archer Tower Shoots Arrow")
|
||||||
|
tower.name = "ArcherTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower._ready()
|
||||||
|
gut.p(" Tower _ready() called")
|
||||||
|
|
||||||
|
var dummy_target = Node2D.new()
|
||||||
|
tower.target = dummy_target
|
||||||
|
gut.p(" Dummy target assigned to tower.target")
|
||||||
|
|
||||||
|
var bullets_before = 0
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
|
||||||
|
bullets_before += 1
|
||||||
|
gut.p(" Bullets in scene before shoot(): %d" % bullets_before)
|
||||||
|
|
||||||
|
tower.shoot()
|
||||||
|
gut.p(" shoot() called")
|
||||||
|
|
||||||
|
var found_arrow = false
|
||||||
|
var arrow_name = ""
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Arrow"):
|
||||||
|
found_arrow = true
|
||||||
|
arrow_name = child.name
|
||||||
|
break
|
||||||
|
|
||||||
|
if found_arrow:
|
||||||
|
gut.p(" ✓ Arrow created successfully: %s" % arrow_name)
|
||||||
|
else:
|
||||||
|
gut.p(" ✗ No arrow found after shoot() call")
|
||||||
|
|
||||||
|
assert_true(found_arrow)
|
||||||
|
dummy_target.queue_free()
|
||||||
|
gut.p(" ✓ Archer tower successfully shoots arrows")
|
||||||
|
|
||||||
|
func test_wizard_tower_shoots_magic():
|
||||||
|
gut.p("\n▶ TEST: Wizard Tower Shoots Magic")
|
||||||
|
tower.name = "WizardTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower._ready()
|
||||||
|
gut.p(" Tower _ready() called")
|
||||||
|
|
||||||
|
var dummy_target = Node2D.new()
|
||||||
|
tower.target = dummy_target
|
||||||
|
gut.p(" Dummy target assigned to tower.target")
|
||||||
|
|
||||||
|
var bullets_before = 0
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
|
||||||
|
bullets_before += 1
|
||||||
|
gut.p(" Bullets in scene before shoot(): %d" % bullets_before)
|
||||||
|
|
||||||
|
tower.shoot()
|
||||||
|
gut.p(" shoot() called")
|
||||||
|
|
||||||
|
var found_magic = false
|
||||||
|
var magic_name = ""
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Magic"):
|
||||||
|
found_magic = true
|
||||||
|
magic_name = child.name
|
||||||
|
break
|
||||||
|
|
||||||
|
if found_magic:
|
||||||
|
gut.p(" ✓ Magic projectile created successfully: %s" % magic_name)
|
||||||
|
else:
|
||||||
|
gut.p(" ✗ No magic projectile found after shoot() call")
|
||||||
|
|
||||||
|
assert_true(found_magic)
|
||||||
|
dummy_target.queue_free()
|
||||||
|
gut.p(" ✓ Wizard tower successfully shoots magic")
|
||||||
|
|
||||||
|
func test_mortar_tower_lifter_animates():
|
||||||
|
gut.p("\n▶ TEST: Mortar Tower Lifter Animation")
|
||||||
|
tower.name = "MortarTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower._ready()
|
||||||
|
gut.p(" Tower _ready() called")
|
||||||
|
|
||||||
|
tower.lifter = false
|
||||||
|
tower.lifteramount = 0
|
||||||
|
gut.p(" Lifter state reset: lifter=%s, lifteramount=%d" % [tower.lifter, tower.lifteramount])
|
||||||
|
|
||||||
|
var dummy_target = Node2D.new()
|
||||||
|
tower.target = dummy_target
|
||||||
|
gut.p(" Dummy target assigned to tower.target")
|
||||||
|
|
||||||
|
gut.p(" Checking initial lifter state...")
|
||||||
|
assert_false(tower.lifter)
|
||||||
|
gut.p(" → Initial lifter: false ✓")
|
||||||
|
|
||||||
|
tower.shoot()
|
||||||
|
gut.p(" shoot() called")
|
||||||
|
|
||||||
|
gut.p(" Checking lifter state after shoot()...")
|
||||||
|
var lifter_state = tower.lifter
|
||||||
|
var lifter_amount = tower.lifteramount
|
||||||
|
gut.p(" → Lifter state after shoot(): %s (expected: true)" % lifter_state)
|
||||||
|
assert_true(tower.lifter)
|
||||||
|
|
||||||
|
gut.p(" → Lifter amount: %d (expected: 0)" % lifter_amount)
|
||||||
|
assert_eq(tower.lifteramount, 0)
|
||||||
|
|
||||||
|
dummy_target.queue_free()
|
||||||
|
gut.p(" ✓ Mortar tower lifter animation triggered correctly")
|
||||||
|
|
||||||
|
func test_no_shoot_without_target():
|
||||||
|
gut.p("\n▶ TEST: No Shoot Without Target")
|
||||||
|
tower.name = "ArcherTower"
|
||||||
|
gut.p(" Tower name set to: %s" % tower.name)
|
||||||
|
|
||||||
|
tower._ready()
|
||||||
|
gut.p(" Tower _ready() called")
|
||||||
|
|
||||||
|
var initial_bullet_count = 0
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
|
||||||
|
initial_bullet_count += 1
|
||||||
|
gut.p(" Initial bullet count in scene: %d" % initial_bullet_count)
|
||||||
|
|
||||||
|
tower.target = null
|
||||||
|
gut.p(" Tower target set to: null")
|
||||||
|
gut.p(" Calling shoot() with no target...")
|
||||||
|
|
||||||
|
tower.shoot()
|
||||||
|
|
||||||
|
var final_bullet_count = 0
|
||||||
|
for child in tower.get_parent().get_children():
|
||||||
|
if child.name.begins_with("Arrow") or child.name.begins_with("Magic") or child.name.begins_with("Rock"):
|
||||||
|
final_bullet_count += 1
|
||||||
|
gut.p(" Final bullet count in scene: %d" % final_bullet_count)
|
||||||
|
|
||||||
|
var new_bullets_created = final_bullet_count - initial_bullet_count
|
||||||
|
gut.p(" New bullets created: %d (expected: 0)" % new_bullets_created)
|
||||||
|
|
||||||
|
assert_eq(new_bullets_created, 0)
|
||||||
|
gut.p(" ✓ Tower correctly prevented shooting without target")
|
||||||
1
test/test_tower.gd.uid
Normal file
@ -0,0 +1 @@
|
|||||||
|
uid://cehuaq7i8m4tm
|
||||||