ff5e527ad4
ci / verify (push) Successful in 46s
Bullets rendered as the entire sprite sheet, which was the clue that named the cause: a MultiMeshInstance2D cannot show a sub-region of a texture. Its mesh UVs run 0..1 across whatever texture it is handed, and an AtlasTexture does not help -- the draw resolves to the underlying atlas and the region is discarded. Frames are now pre-sliced into 32 standalone 16x16 textures at startup, so each frame is one texture assignment per kind and no region is involved. My previous two attempts fixed the atlas contents while the renderer was structurally incapable of showing one cell of it. Black voids above walls: wall_top_mid has 12 of its 16 rows transparent. It is a cap meant to be laid over a wall, not a tile, and drawn alone it was three quarters nothing. Floor is now drawn beneath every tile so transparency shows ground rather than clear colour, the wall face is drawn from the opaque wall_mid, and the cap is overlaid only where open floor lies above. Pillars used a wall segment and read as stray blocks; they now use the column tile, which looks like something you walk around. The player hitbox appeared at the head because it was: the knight occupies rows 8..27 of a 28-row cell, so anchoring on the cell centre put the draw origin about 4px above the body's centre. Added a per-sprite anchor offset that cancels it, with a test that recomputes the offset from the art so a re-cut sheet fails rather than silently misplacing the character. Tests pin the two tileset facts that caused this: the cap is mostly transparent (so it may never be drawn alone) and the wall face is fully opaque (so it may). 166 tests. check.sh, test.sh and smoke.sh pass.
167 lines
6.4 KiB
GDScript
167 lines
6.4 KiB
GDScript
extends GutTest
|
|
## Every sprite rect must land inside its texture.
|
|
##
|
|
## A wrong atlas coordinate does not error — it silently draws whatever happens
|
|
## to be at those pixels, or nothing. Without a display to check against, this
|
|
## is what catches a mistyped rect.
|
|
|
|
|
|
func _fits(tex: Texture2D, r: Rect2) -> bool:
|
|
var size := Vector2(tex.get_size())
|
|
return r.position.x >= 0.0 and r.position.y >= 0.0 \
|
|
and r.end.x <= size.x and r.end.y <= size.y
|
|
|
|
|
|
func test_the_committed_texture_loads() -> void:
|
|
assert_not_null(Art.TILESET)
|
|
assert_gt(Art.TILESET.get_width(), 0)
|
|
|
|
|
|
## The licence-restricted sheets are absent from a clean clone by design, so
|
|
## their absence must be a supported state rather than a failure. When they are
|
|
## present locally, the rect tests below still validate them.
|
|
func test_the_game_runs_without_the_restricted_art() -> void:
|
|
var bullets := Art.bullets_texture()
|
|
if bullets == null:
|
|
assert_true(true, "no bullet sheet: renderer falls back to generated dots")
|
|
else:
|
|
assert_gt(bullets.get_width(), 0)
|
|
|
|
|
|
func test_terrain_rects_are_inside_the_tileset() -> void:
|
|
var rects: Array[Rect2] = [Art.WALL, Art.WALL_CAP, Art.PIT, Art.BARRICADE, Art.PILLAR]
|
|
rects.append_array(Art.FLOOR_VARIANTS)
|
|
for r in rects:
|
|
assert_true(_fits(Art.TILESET, r), "terrain rect %s is outside the atlas" % r)
|
|
|
|
|
|
## Actor strips are read frame by frame along the sheet, so the LAST frame is
|
|
## what has to fit, not the first.
|
|
func test_every_animation_frame_is_inside_the_tileset() -> void:
|
|
var strips: Array[Rect2] = [Art.PLAYER_IDLE, Art.PLAYER_RUN, Art.BOSS_IDLE]
|
|
strips.append_array(Art.ENEMY_IDLE)
|
|
for strip in strips:
|
|
for n in Art.ACTOR_FRAMES:
|
|
var f := Art.frame(strip, n)
|
|
assert_true(_fits(Art.TILESET, f),
|
|
"frame %d of strip %s runs off the atlas at %s" % [n, strip, f])
|
|
|
|
|
|
func test_every_bullet_frame_is_inside_the_sheet() -> void:
|
|
var sheet := Art.bullets_texture()
|
|
if sheet == null:
|
|
pass_test("bullet sheet not present locally; nothing to validate")
|
|
return
|
|
for kind in SimConfig.KIND_HEAVY + 1:
|
|
for n in Art.BULLET_FRAMES:
|
|
var r := Art.bullet_region(kind, n)
|
|
assert_true(_fits(sheet, r),
|
|
"bullet kind %d frame %d is outside the sheet at %s" % [kind, n, r])
|
|
|
|
|
|
## The atlas has one row per kind. A short sheet would silently draw the wrong
|
|
## bullet rather than error.
|
|
func test_the_bullet_atlas_has_a_row_for_every_kind() -> void:
|
|
var sheet := Art.bullets_texture()
|
|
if sheet == null:
|
|
pass_test("bullet sheet not present locally")
|
|
return
|
|
var needed := float(SimConfig.KIND_HEAVY + 1) * Art.BULLET_CELL
|
|
assert_gte(float(sheet.get_height()), needed,
|
|
"atlas is too short for %d bullet kinds" % (SimConfig.KIND_HEAVY + 1))
|
|
assert_gte(float(sheet.get_width()), Art.BULLET_FRAMES * Art.BULLET_CELL)
|
|
|
|
|
|
## One entry per EnemyDef.visual actually used by content, or an enemy draws as
|
|
## the wrong creature.
|
|
func test_there_is_a_sprite_for_every_enemy_visual() -> void:
|
|
for id in [Content.ENEMY_DRIFTER, Content.ENEMY_TURRET,
|
|
Content.ENEMY_STALKER, Content.ENEMY_DUMMY]:
|
|
var v := Content.enemy(id).visual
|
|
assert_lt(v, Art.ENEMY_IDLE.size(), "%s has visual %d with no sprite" % [id, v])
|
|
|
|
|
|
func test_impact_sheet_covers_its_declared_frames() -> void:
|
|
var impact := Art.impact_texture()
|
|
if impact == null:
|
|
pass_test("impact sheet not present locally; nothing to validate")
|
|
return
|
|
var last := Rect2(
|
|
Vector2(float((Art.IMPACT_FRAMES - 1) % Art.IMPACT_COLUMNS), 0.0) * Art.IMPACT_CELL,
|
|
Vector2(Art.IMPACT_CELL, Art.IMPACT_CELL))
|
|
assert_true(_fits(impact, last))
|
|
|
|
|
|
func test_every_sound_loaded_and_is_short_enough_to_be_a_sound_effect() -> void:
|
|
var sounds := {
|
|
"shoot": Art.SFX_SHOOT,
|
|
"player_hit": Art.SFX_PLAYER_HIT,
|
|
"enemy_death": Art.SFX_ENEMY_DEATH,
|
|
"boss_death": Art.SFX_BOSS_DEATH,
|
|
}
|
|
for name in sounds:
|
|
var s: AudioStream = sounds[name]
|
|
assert_not_null(s, "%s failed to load" % name)
|
|
assert_gt(s.get_length(), 0.0, "%s is empty" % name)
|
|
# The source pack ships 2.5s+ masters. Anything that long here means the
|
|
# conversion step was skipped and shots will smear into each other.
|
|
assert_lt(s.get_length(), 1.5, "%s is too long for a game SFX" % name)
|
|
|
|
|
|
func test_the_shoot_sound_is_shorter_than_the_fire_cooldown_allows_to_overlap() -> void:
|
|
var cooldown := float(SimConfig.PLAYER_FIRE_COOLDOWN) * SimConfig.TICK_DELTA
|
|
assert_lt(Art.SFX_SHOOT.get_length(), cooldown * 4.0,
|
|
"held fire would stack more than a few voices of this sound at once")
|
|
|
|
|
|
## The wall cap is mostly transparent by design -- it is an overlay for the top
|
|
## edge of a wall, not a tile. Drawing it on its own is what produced a black
|
|
## void along every wall, so this records why it must never be used alone.
|
|
func test_the_wall_cap_is_mostly_transparent() -> void:
|
|
var img := Art.TILESET.get_image()
|
|
var clear := 0
|
|
for y in int(Art.WALL_CAP.size.y):
|
|
for x in int(Art.WALL_CAP.size.x):
|
|
var a := img.get_pixel(int(Art.WALL_CAP.position.x) + x,
|
|
int(Art.WALL_CAP.position.y) + y).a
|
|
if a < 0.15:
|
|
clear += 1
|
|
assert_gt(clear, 100,
|
|
"if this ever becomes opaque the cap could stand alone, but while it " +
|
|
"is mostly empty it must always be drawn over floor and wall")
|
|
|
|
|
|
## The wall face, by contrast, has to be solid: it is the one tile drawn with
|
|
## nothing but floor beneath it.
|
|
func test_the_wall_face_is_opaque() -> void:
|
|
var img := Art.TILESET.get_image()
|
|
var clear := 0
|
|
for y in int(Art.WALL.size.y):
|
|
for x in int(Art.WALL.size.x):
|
|
if img.get_pixel(int(Art.WALL.position.x) + x,
|
|
int(Art.WALL.position.y) + y).a < 0.15:
|
|
clear += 1
|
|
assert_eq(clear, 0, "the wall face must not have holes in it")
|
|
|
|
|
|
## The player anchor exists because the knight is bottom-heavy in its cell.
|
|
## If the art is ever re-cut, this catches the anchor silently becoming wrong.
|
|
func test_the_player_anchor_matches_where_the_knight_actually_is() -> void:
|
|
var img := Art.TILESET.get_image()
|
|
var top := -1
|
|
var bottom := -1
|
|
for y in int(Art.PLAYER_IDLE.size.y):
|
|
for x in int(Art.PLAYER_IDLE.size.x):
|
|
if img.get_pixel(int(Art.PLAYER_IDLE.position.x) + x,
|
|
int(Art.PLAYER_IDLE.position.y) + y).a > 0.15:
|
|
if top < 0:
|
|
top = y
|
|
bottom = y
|
|
break
|
|
assert_gte(top, 0, "the idle frame should not be empty")
|
|
var body_centre := (float(top) + float(bottom)) * 0.5
|
|
var cell_centre := Art.PLAYER_IDLE.size.y * 0.5
|
|
assert_almost_eq(Art.PLAYER_ANCHOR.y, cell_centre - body_centre, 1.0,
|
|
"anchor should cancel the offset between the cell's centre and the " +
|
|
"character's, or the hitbox sits away from the body")
|