Files
godot-demo-projects/2d/physics_tests/tests/functional/test_character_tilemap.gd
2025-10-11 05:03:59 -07:00

213 lines
5.6 KiB
GDScript

extends TestCharacter
const OPTION_TEST_CASE_ALL = "Test Cases/TEST ALL (0)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID = "Test Cases/Jump through one-way tiles (Rigid Body)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER = "Test Cases/Jump through one-way tiles (Character Body)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID = "Test Cases/Jump through one-way corner (Rigid Body)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER = "Test Cases/Jump through one-way corner (Character Body)"
const OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER = "Test Cases/Fall and pushed on one-way tiles (Character Body)"
var _test_jump_one_way: bool = false
var _test_jump_one_way_corner: bool = false
var _test_fall_one_way: bool = false
var _extra_body: PhysicsBody2D = null
var _failed_reason: String = ""
func _ready() -> void:
super._ready()
options.add_menu_item(OPTION_TEST_CASE_ALL)
options.add_menu_item(OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID)
options.add_menu_item(OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER)
options.add_menu_item(OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID)
options.add_menu_item(OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER)
options.add_menu_item(OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER)
func _input(input_event: InputEvent) -> void:
super._input(input_event)
if input_event is InputEventKey and not input_event.pressed:
if input_event.keycode == KEY_0:
await _on_option_selected(OPTION_TEST_CASE_ALL)
func _on_option_selected(option: String) -> void:
match option:
OPTION_TEST_CASE_ALL:
await _test_all()
OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID:
await _start_test_case(option)
return
OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER:
await _start_test_case(option)
return
OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID:
await _start_test_case(option)
return
OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER:
await _start_test_case(option)
return
OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER:
await _start_test_case(option)
return
super._on_option_selected(option)
func _start_test_case(option: String) -> void:
Log.print_log("* Starting " + option)
match option:
OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID:
_body_type = BodyType.RIGID_BODY
_test_jump_one_way_corner = false
await _start_jump_one_way()
OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER:
_body_type = BodyType.CHARACTER_BODY
_test_jump_one_way_corner = false
await _start_jump_one_way()
OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID:
_body_type = BodyType.RIGID_BODY
_test_jump_one_way_corner = true
await _start_jump_one_way()
OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER:
_body_type = BodyType.CHARACTER_BODY
_test_jump_one_way_corner = true
await _start_jump_one_way()
OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER:
_body_type = BodyType.CHARACTER_BODY
await _start_fall_one_way()
_:
Log.print_error("Invalid test case.")
func _test_all() -> void:
Log.print_log("* TESTING ALL...")
# RigidBody tests.
await _start_test_case(OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID)
if is_timer_canceled():
return
await _start_test_case(OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID)
if is_timer_canceled():
return
# CharacterBody tests.
await _start_test_case(OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER)
if is_timer_canceled():
return
await _start_test_case(OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER)
if is_timer_canceled():
return
await _start_test_case(OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER)
if is_timer_canceled():
return
Log.print_log("* Done.")
func _set_result(test_passed: bool) -> void:
var result: String = ""
if test_passed:
result = "PASSED"
else:
result = "FAILED"
if not test_passed and not _failed_reason.is_empty():
result += _failed_reason
else:
result += "."
Log.print_log("Test %s" % result)
func _start_test() -> void:
if _extra_body:
_body_parent.remove_child(_extra_body)
_extra_body.queue_free()
_extra_body = null
super._start_test()
if _test_jump_one_way:
_test_jump_one_way = false
_moving_body._initial_velocity = Vector2(600, -1000)
if _test_jump_one_way_corner:
_moving_body.position.x = 147.0
$JumpTargetArea2D.visible = true
$JumpTargetArea2D/CollisionShape2D.disabled = false
if _test_fall_one_way:
_test_fall_one_way = false
_moving_body.position.y = 350.0
_moving_body._gravity_force = 100.0
_moving_body._motion_speed = 0.0
_moving_body._jump_force = 0.0
_extra_body = _moving_body.duplicate()
_extra_body._gravity_force = 100.0
_extra_body._motion_speed = 0.0
_extra_body._jump_force = 0.0
_extra_body.position -= Vector2(0.0, 200.0)
_body_parent.add_child(_extra_body)
$FallTargetArea2D.visible = true
$FallTargetArea2D/CollisionShape2D.disabled = false
func _start_jump_one_way() -> void:
_test_jump_one_way = true
_start_test()
await start_timer(1.5).timeout
if is_timer_canceled():
return
_finalize_jump_one_way()
func _start_fall_one_way() -> void:
_test_fall_one_way = true
_start_test()
await start_timer(1.0).timeout
if is_timer_canceled():
return
_finalize_fall_one_way()
func _finalize_jump_one_way() -> void:
var passed: bool = true
if not $JumpTargetArea2D.overlaps_body(_moving_body):
passed = false
_failed_reason = ": the body wasn't able to jump all the way through."
_set_result(passed)
$JumpTargetArea2D.visible = false
$JumpTargetArea2D/CollisionShape2D.disabled = true
func _finalize_fall_one_way() -> void:
var passed: bool = true
if $FallTargetArea2D.overlaps_body(_moving_body):
passed = false
_failed_reason = ": the body was pushed through the one-way collision."
_set_result(passed)
$FallTargetArea2D.visible = false
$FallTargetArea2D/CollisionShape2D.disabled = true