WIP checkpoint: PC2: Basic visible player character representation

This commit is contained in:
2026-08-20 22:50:48 +00:00
parent f70b5b2ee5
commit 406ff3457e
2 changed files with 82 additions and 1 deletions
+7 -1
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@@ -1,4 +1,6 @@
[gd_scene load_steps=1 format=3]
[gd_scene load_steps=2 format=3]
[ext_resource type="PackedScene" path="res://scenes/player.tscn" id="1_player"]
[node name="TestLevel" type="Node3D"]
@@ -44,6 +46,10 @@ environment = SubResource("env_bg")
[node name="PlayerSpawn" type="Marker3D" parent="."]
position = Vector3(0, 1.0, 0)
[node name="Player" type="CharacterBody3D" parent="."]
position = Vector3(0, 1.0, 0)
script = ExtResource("1_player")
[sub_resource type="BoxMesh" id="mesh_ground"]
size = Vector3(40, 1, 40)
+75
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@@ -0,0 +1,75 @@
extends SceneTree
## Smoke test for the player character scene and its spawn behavior.
##
## Run with:
## godot --headless --path . --script res://scripts/smoke_test_player.gd
##
## Loads the test level, verifies the player is present, spawned at the
## PlayerSpawn marker, and has the expected CharacterBody3D structure.
var passed := 0
var failed := 0
func _initialize() -> void:
_run()
func _run() -> void:
await process_frame
# Load the test level scene (which now includes the player).
var packed: PackedScene = load("res://scenes/worlds/test_level.tscn")
var level: Node3D = packed.instantiate()
root.add_child(level)
await process_frame
# 1. Verify the player node exists in the scene tree.
var player := level.get_node("Player")
_check("Player node exists in test level", player != null)
_check("Player is a CharacterBody3D", player is CharacterBody3D)
# 2. Verify the player has the expected child structure.
var collision := player.get_node("CollisionShape3D")
_check("Player has CollisionShape3D", collision != null)
_check("CollisionShape3D has a shape", collision.shape != null)
var mesh := player.get_node("CapsuleMesh")
_check("Player has CapsuleMesh", mesh != null)
_check("CapsuleMesh has a mesh", mesh.mesh != null)
# 3. Verify the player spawned at the PlayerSpawn marker position.
var spawn_marker := level.get_node("PlayerSpawn")
_check("PlayerSpawn marker exists", spawn_marker != null)
# The player's _ready() should have moved it to the spawn marker's
# global position. Since both are direct children of the root, their
# global positions equal their local positions.
var expected_pos := spawn_marker.global_position
_check("Player spawned at PlayerSpawn position",
player.global_position == expected_pos)
# 4. Verify the player script class_name is correct.
var script := player.get_script()
_check("Player has a script attached", script != null)
_check("Player script is Player class", script is GDScript)
# 5. Verify the player has movement constants defined.
_check("Player has WALK_SPEED constant",
script.get_constant("WALK_SPEED") != null)
_check("Player has GRAVITY constant",
script.get_constant("GRAVITY") != null)
_check("Player has JUMP_VELOCITY constant",
script.get_constant("JUMP_VELOCITY") != null)
print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
quit(0 if failed == 0 else 1)
func _check(description: String, condition: bool) -> void:
if condition:
print(" PASS: ", description)
passed += 1
else:
printerr(" FAIL: ", description)
failed += 1