diff --git a/scripts/smoke_test_player.gd b/scripts/smoke_test_player.gd index adec01f..fc1c5e9 100644 --- a/scripts/smoke_test_player.gd +++ b/scripts/smoke_test_player.gd @@ -25,21 +25,21 @@ func _run() -> void: await process_frame # 1. Verify the player node exists in the scene tree. - var player := level.get_node("Player") + var player: CharacterBody3D = level.get_node("Player") as CharacterBody3D _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") + var collision: CollisionShape3D = player.get_node("CollisionShape3D") as CollisionShape3D _check("Player has CollisionShape3D", collision != null) _check("CollisionShape3D has a shape", collision.shape != null) - var mesh := player.get_node("CapsuleMesh") + var mesh: MeshInstance3D = player.get_node("CapsuleMesh") as MeshInstance3D _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: Marker3D = level.get_node("PlayerSpawn") + var spawn_marker: Marker3D = level.get_node("PlayerSpawn") as Marker3D _check("PlayerSpawn marker exists", spawn_marker != null) # The player's _ready() should have moved it to the spawn marker's @@ -50,7 +50,7 @@ func _run() -> void: player.global_position == expected_pos) # 4. Verify the player script class_name is correct. - var script := player.get_script() + var script: GDScript = player.get_script() as GDScript _check("Player has a script attached", script != null) _check("Player script is Player class", script is GDScript)