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# PC2 Test Level & Player Spawn — Design Note
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> **Status:** Decided (PC2)
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> **Owner:** Architecture
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> **Consumers:** the two PC2 implementation tasks — (1) build the test level,
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> (2) build the player & spawn it. Both must be able to follow this note
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> without further design decisions.
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## 1. Decision: static scene, not chunk streaming
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**The PC2 playable test level is a single, hand-authored, static Godot 3D
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scene.** It is **not** built through the chunk streaming system
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(`scripts/chunk_stream_manager.gd`, `chunk_scene.gd`, `chunk.gd`,
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`chunk_data_decoder.gd`).
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This is a deliberate decision, not a default:
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- **The streaming system has never been exercised with real content.** It is a
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faithful port of the `docs/architecture/world.md` format spec, but nothing in
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the project produces or serves chunk payloads for it to consume. `scenes/main.tscn`
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wires `chunk_stream_manager.gd` onto a bare `Node3D` with no `player` reference
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and no `_server_rpc`, so at runtime it does nothing. There is no server-side
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chunk authoring/streaming endpoint to integrate against.
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- **PC2 scope is single-player, local-only, no networking.** The value of chunk
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streaming is server-authoritative streaming around a moving player across a
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network boundary. None of those preconditions exist in PC2, so exercising the
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pipeline here would mean building a chunk *authoring + serving* path first —
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clearly out of checkpoint scope.
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- **A static scene is the lowest-risk way to get "spawn a player in a real 3D
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level and walk around" working**, which is the actual PC2 outcome being tested.
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Chunk streaming is **not removed and not broken by this decision** — it stays as
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an optional, later milestone. The static level is the PC2 proof of the *player*
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and *camera/physics* half of the problem; chunk streaming remains the later proof
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of the *world data* half.
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## 2. Where things live
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| Artifact | Path | Owned by |
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|---|---|---|
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| Test level scene | `scenes/worlds/test_level.tscn` | level task |
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| Player scene | `scenes/player.tscn` | player task |
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| Player controller script | `scripts/player.gd` | player task |
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| Game composition scene | `scenes/game.tscn` | player task |
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- **`scenes/worlds/`** is the convention for all level scenes (it does not exist
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yet; the level task creates it). Future levels follow `scenes/worlds/<name>.tscn`.
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- `scenes/player.tscn` is **reusable** across levels — it must not hard-code any
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reference to `test_level`; it discovers the spawn point at runtime (see §3).
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## 3. Player spawn convention
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The level scene **must** contain a `Marker3D` named exactly **`PlayerSpawn`**.
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That node's world transform is the spawn point.
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- `Marker3D` is a plain `Node3D` that shows a cross gizmo in the editor and
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carries no gameplay behavior — it is the established Godot idiom for "position
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hint." (Confirmed present in Godot 4.6.2.)
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- The marker's **position** is authoritative; its rotation is ignored by the
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player (spawn yaw is the player's concern, default forward is fine).
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- Coordinate system: **Y-up, units = meters, 1 unit = 1 m.** The marker must sit
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at least **1.0 m above the ground's top surface** (recommended `y = 1.0` where
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the ground top is `y = 0`) so the player capsule does not spawn intersecting
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the floor and get popped out by the physics solver.
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- There is exactly **one** `PlayerSpawn` per level. (If a level ever needs
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multiple spawns, that is a later convention — not PC2.)
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**Lookup rule (implemented by `player.gd`, not by the level):**
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```
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# in player.gd _ready()
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var spawn := get_tree().current_scene.find_child("PlayerSpawn", true, false)
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if spawn is Node3D:
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global_position = spawn.global_position
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else:
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push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
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global_position = Vector3(0, 1.0, 0) # fallback, do not crash
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```
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The lookup runs from the current scene root so it finds the marker whether it is
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a direct child of the level instance or nested under a `Level` wrapper. The
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fallback keeps the player runnable in a scene that forgot its marker, but a
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**missing `PlayerSpawn` is a level bug** and the level task's smoke test must fail
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on it (see §6).
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## 4. Composition (who puts level + player together)
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`scenes/game.tscn` is the PC2 playable entry point:
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```
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Game (Node3D)
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├── Level (instance of res://scenes/worlds/test_level.tscn)
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└── Player (instance of res://scenes/player.tscn)
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```
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- `Game` is a plain `Node3D` with **no script** — composition is done by scene
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instantiation, not code, so there is nothing to keep in sync.
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- The **level scene is self-contained and has zero dependency on the player** —
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it loads and is smoke-testable on its own. The level task does not instance or
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reference `player.tscn`.
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- The **player scene is self-contained and has zero dependency on any specific
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level** — it only requires that the *current scene* contains a `PlayerSpawn`.
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- Ownership of `game.tscn` goes to the **player task**, which depends on the
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level task having landed `test_level.tscn` first (chain with `depends_on`).
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## 5. Level content requirements (level task)
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`scenes/worlds/test_level.tscn`, root node `TestLevel` (`Node3D`). Required
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children:
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| Node | Type | Notes |
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|---|---|---|
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| `Ground` | `StaticBody3D` | `BoxShape3D` (e.g. `40 × 1 × 40`) centered at `(0, -0.5, 0)` so the **top face is `y = 0`**; matching `MeshInstance3D` (`BoxMesh`) so it is visible and collidable. Use a `StaticBody3D` rather than a bare `PlaneMesh` so collision is explicit and reliable. |
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| `Props` | `Node3D` | 3–5 simple props as `StaticBody3D` + `MeshInstance3D` using built-in primitives only (`BoxMesh`, `CylinderMesh`, `SphereMesh`). `assets/` is empty and PC2 must not require imported content. Positioned on the ground surface; scale freely. |
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| `Sun` | `DirectionalLight3D` | Pitch it downward (~ -45°), enable shadows if the compatibility renderer allows; shadows are optional. |
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| `WorldEnvironment` | `WorldEnvironment` | Ambient light and/or a simple background color. Keep it plain — the project uses `gl_compatibility`. |
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| `PlayerSpawn` | `Marker3D` | Per §3. Recommended `(0, 1.0, 0)`. |
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Notes:
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- **Do not** add any `script` to the level. It is pure content. Any per-level
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behavior belongs to the player (or a future game-mode script), not the level.
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- Keep the whole level on the XZ plane around the origin; nothing off at extreme
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coordinates, no thin walls the capsule can tunnel through.
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## 6. Player contract (player task)
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`scenes/player.tscn`, root `Player` (`CharacterBody3D`) + `scripts/player.gd`.
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Minimum for PC2:
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- **Body:** `CharacterBody3D` with a `CollisionShape3D` using `CapsuleShape3D`
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(~`radius 0.3`, ~`height 1.8`) and a matching `CapsuleMesh` for visibility.
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- **Camera:** a `Camera3D` child. First-person (camera at capsule head height) is
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the lowest-risk choice; third-person is fine too but is more work.
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- **Spawn:** per §3 — read `PlayerSpawn` from the current scene, fall back
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gracefully.
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- **Movement:** gravity + `move_and_slide()` so the player stands on `Ground`.
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WASD/arrow locomotion is the hard requirement. Mouse-look is recommended but
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may be split into its own task if the controller grows.
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- **No networking, no avatar UI, no chunk code** — PC2 is local-only. Do not add
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`MultiplayerAPI`, `ChunkStreamManager`, or any avatar customization here.
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The player must work when instanced under `Game` alongside a level; it must not
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assume it is the only node in the scene.
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## 7. Entry point / how a human plays it
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- `scenes/game.tscn` is the PC2 playable scene. For playtesting, load it directly
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(e.g. `godot --path . scenes/game.tscn`), or temporarily set
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`application/run/main_scene` to it.
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- **Wiring "Play → Join a world" in the existing `world_list` UI is out of scope
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for this note** and out of scope for the level/player tasks. The current menu
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flow ends at browse-worlds (PC1). If a checkpoint wants a clickable path into
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the test level, that navigation wiring is its own small task — do not fold it
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into level or player.
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## 8. Validation (both tasks must run this before "done")
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```sh
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# one-time, first checkout only — builds the class/import cache
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godot --headless --path . --import
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# then, to catch parse/load errors:
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godot --headless --path . --quit
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```
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- **Level task:** additionally load `test_level.tscn` headlessly and assert it
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(a) loads without error and (b) contains a `Marker3D` named `PlayerSpawn`
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positioned ≥ 1.0 m above the ground top. A smoke script following the existing
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`scripts/smoke_test_*.gd` pattern is the right vehicle.
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- **Player task:** a smoke test that instantiates `game.tscn`, waits a frame,
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and asserts the player's global position equals the `PlayerSpawn` position
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(within a small epsilon). This is the check that proves the spawn convention
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actually wired through — not just "the scene loads."
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## 9. Explicitly out of scope for PC2
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- Networking / multiplayer / prediction (single-player, local-only).
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- Chunk streaming integration and server-side chunk authoring/serving.
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- Avatar customization UI and glTF avatar loading.
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- Join-a-world navigation from the world list.
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- Any content moderation / age-gating logic in the level.
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## 10. Summary
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| Concern | Decision |
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|---|---|
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| Level construction | Static hand-authored Godot 3D scene (chunk streaming deferred, not removed) |
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| Level location | `scenes/worlds/test_level.tscn` |
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| Spawn convention | `Marker3D` named `PlayerSpawn`, ≥ 1.0 m above ground, looked up by the player |
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| Player | `scenes/player.tscn` (`CharacterBody3D`) + `scripts/player.gd`, reusable across levels |
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| Composition | `scenes/game.tscn` instances `Level` + `Player`; no script |
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| Entry point | Load `scenes/game.tscn` directly; UI join-wiring deferred |
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Binary file not shown.
@@ -1,10 +0,0 @@
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[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
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[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
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[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
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[node name="Game" type="Node3D"]
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[node name="Level" parent="." instance=ExtResource("1_level")]
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[node name="Player" parent="." instance=ExtResource("2_player")]
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@@ -1,24 +0,0 @@
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[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
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radius = 0.35
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height = 1.6
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[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
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radius = 0.35
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height = 1.6
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_player")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape1")
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[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh1")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
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current = true
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@@ -1,120 +0,0 @@
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[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
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size = Vector3(40, 1, 40)
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[sub_resource type="BoxMesh" id="BoxMesh_ground"]
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size = Vector3(40, 1, 40)
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[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
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size = Vector3(2, 3, 2)
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[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
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size = Vector3(2, 3, 2)
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[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
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size = Vector3(3, 1, 3)
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[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
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size = Vector3(3, 1, 3)
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
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top_radius = 1.0
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height = 4.0
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[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
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top_radius = 1.0
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bottom_radius = 1.0
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height = 4.0
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subdivisions_top_radius = 8
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[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
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radius = 1.0
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[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
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radius = 1.0
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subdivisions_ring = 12
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subdivisions_height = 12
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[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
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radius = 0.5
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[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
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radius = 0.5
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subdivisions_ring = 8
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subdivisions_height = 8
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[sub_resource type="Environment" id="WorldEnvironment_env"]
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background_mode = 1
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background_color = Color(0.4, 0.6, 0.8, 1)
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ambient_light_source = 1
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ambient_light_energy = 0.4
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ambient_light_sky_energy = 1.0
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[node name="TestLevel" type="Node3D"]
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[node name="Ground" type="StaticBody3D" parent="."]
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position = Vector3(0, -0.5, 0)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
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shape = SubResource("BoxShape3D_ground")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
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mesh = SubResource("BoxMesh_ground")
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[node name="Props" type="Node3D" parent="."]
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[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
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position = Vector3(8, 1.5, 8)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
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shape = SubResource("BoxShape3D_prop1")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
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mesh = SubResource("BoxMesh_prop1")
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[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
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position = Vector3(-8, 0.5, 6)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
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shape = SubResource("BoxShape3D_prop2")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
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mesh = SubResource("BoxMesh_prop2")
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[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
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position = Vector3(6, 2.0, -8)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
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shape = SubResource("CylinderShape3D_prop3")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
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mesh = SubResource("CylinderMesh_prop3")
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[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
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position = Vector3(-6, 1.0, -6)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
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shape = SubResource("SphereShape3D_prop4")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
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mesh = SubResource("SphereMesh_prop4")
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[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
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position = Vector3(0, 0.5, 12)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
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shape = SubResource("SphereShape3D_prop5")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
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mesh = SubResource("SphereMesh_prop5")
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[node name="Sun" type="DirectionalLight3D" parent="."]
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rotation = Vector3(-0.785398, 0, 0)
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shadow_enabled = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("WorldEnvironment_env")
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[node name="PlayerSpawn" type="Marker3D" parent="."]
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position = Vector3(0, 1.5, 0)
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@@ -1,148 +0,0 @@
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class_name Player
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extends CharacterBody3D
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## The player character controller.
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##
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## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
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## first-person Camera3D with mouse-look. Reads the spawn point from the
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## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
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##
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## No networking, no chunk code, no avatar UI — PC2 is local-only.
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# ---------------------------------------------------------------------------
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# Movement constants
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# ---------------------------------------------------------------------------
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const WALK_SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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const GRAVITY: float = 9.8
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## Mouse-look sensitivity (radians per pixel of relative motion).
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const MOUSE_SENSITIVITY: float = 0.003
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## Camera pitch is clamped so the player can't flip past looking straight
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## up/down (which would otherwise let mouse-look invert on itself).
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const PITCH_LIMIT: float = deg_to_rad(89.0)
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# ---------------------------------------------------------------------------
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# Input state
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# ---------------------------------------------------------------------------
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var _input_direction := Vector2.ZERO
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var _camera_pitch: float = 0.0
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@onready var _camera: Camera3D = $Camera3D
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# ---------------------------------------------------------------------------
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# _ready — spawn at PlayerSpawn marker, capture the mouse for look
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
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# scene root. The lookup walks the full subtree (recursive=true) so
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||||
# it finds the marker whether it is a direct child of the level or
|
||||
# nested deeper.
|
||||
#
|
||||
# current_scene is null in headless --script mode and in any scene
|
||||
# before the main scene is fully swapped in, so guard it rather than
|
||||
# blindly dereferencing.
|
||||
var current_scene: Node = get_tree().current_scene
|
||||
var spawn: Node = null
|
||||
if current_scene != null:
|
||||
spawn = current_scene.find_child("PlayerSpawn", true, false)
|
||||
|
||||
if spawn is Node3D:
|
||||
global_position = (spawn as Node3D).global_position
|
||||
# Align player forward with spawn yaw (optional polish).
|
||||
var spawn_yaw := (spawn as Node3D).rotation.y
|
||||
rotation.y = spawn_yaw
|
||||
else:
|
||||
push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
|
||||
global_position = Vector3(0, 1.0, 0)
|
||||
|
||||
# Capture the mouse for FPS-style look. Headless/test runs have no real
|
||||
# window to capture input for, so guard against that rather than error.
|
||||
if DisplayServer.get_name() != "headless":
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# _unhandled_input — capture keyboard / mouse for movement
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
if key.pressed and not key.echo:
|
||||
_update_input_direction(key)
|
||||
elif not key.pressed:
|
||||
_clear_input_direction(key)
|
||||
# Release the mouse so the player can get back to a menu/cursor.
|
||||
if key.pressed and key.keycode == KEY_ESCAPE:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
elif event is InputEventMouseButton and event.pressed:
|
||||
# Clicking back into the viewport re-captures the mouse.
|
||||
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE and DisplayServer.get_name() != "headless":
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
_handle_mouse_look(event as InputEventMouseMotion)
|
||||
|
||||
|
||||
func _update_input_direction(key: InputEventKey) -> void:
|
||||
match key.keycode:
|
||||
KEY_W, KEY_UP:
|
||||
_input_direction.y += 1.0
|
||||
KEY_S, KEY_DOWN:
|
||||
_input_direction.y -= 1.0
|
||||
KEY_A, KEY_LEFT:
|
||||
_input_direction.x -= 1.0
|
||||
KEY_D, KEY_RIGHT:
|
||||
_input_direction.x += 1.0
|
||||
|
||||
|
||||
func _clear_input_direction(key: InputEventKey) -> void:
|
||||
match key.keycode:
|
||||
KEY_W, KEY_UP:
|
||||
_input_direction.y -= 1.0
|
||||
KEY_S, KEY_DOWN:
|
||||
_input_direction.y += 1.0
|
||||
KEY_A, KEY_LEFT:
|
||||
_input_direction.x += 1.0
|
||||
KEY_D, KEY_RIGHT:
|
||||
_input_direction.x -= 1.0
|
||||
|
||||
|
||||
func _handle_mouse_look(event: InputEventMouseMotion) -> void:
|
||||
# Yaw rotates the whole body (so movement direction turns with the
|
||||
# look direction); pitch only tilts the camera, so the capsule itself
|
||||
# never tips over.
|
||||
rotation.y -= event.relative.x * MOUSE_SENSITIVITY
|
||||
_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
|
||||
_camera.rotation.x = _camera_pitch
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Physics — gravity, jump, move_and_slide
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Apply gravity.
|
||||
if not is_on_floor():
|
||||
velocity.y -= GRAVITY * delta
|
||||
|
||||
# Jump.
|
||||
if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# Build movement direction from input. Godot's local "forward" is -Z, not
|
||||
# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
|
||||
# move the player backward when pressing forward (confirmed by reading
|
||||
# Camera3D/Node3D's own convention: a node looks down its local -Z).
|
||||
var direction := (_input_direction.x * transform.basis.x -
|
||||
_input_direction.y * transform.basis.z).normalized()
|
||||
velocity.x = direction.x * WALK_SPEED
|
||||
velocity.z = direction.z * WALK_SPEED
|
||||
|
||||
move_and_slide()
|
||||
@@ -1,93 +0,0 @@
|
||||
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:
|
||||
print("SMOKE: starting player smoke test")
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
await process_frame
|
||||
print("SMOKE: loading game scene")
|
||||
|
||||
# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
|
||||
# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
|
||||
# scene directly. Use the same SceneTree API as the real game so
|
||||
# `current_scene` is populated before the scene is added and its
|
||||
# _ready() callbacks fire. That ordering is what the player's spawn
|
||||
# lookup (get_tree().current_scene) depends on.
|
||||
var packed: PackedScene = load("res://scenes/game.tscn")
|
||||
var result := change_scene_to_packed(packed)
|
||||
if result != OK:
|
||||
printerr("SMOKE: failed to change scene, error ", result)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
await scene_changed
|
||||
var game: Node3D = current_scene as Node3D
|
||||
print("SMOKE: game scene ready")
|
||||
|
||||
# 1. Verify the player node exists in the scene tree.
|
||||
var player: Node = game.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: Node = player.get_node("CollisionShape3D")
|
||||
_check("Player has CollisionShape3D", collision != null)
|
||||
_check("CollisionShape3D has a shape",
|
||||
collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
|
||||
|
||||
var mesh: Node = player.get_node("CapsuleMesh")
|
||||
_check("Player has CapsuleMesh", mesh != null)
|
||||
_check("CapsuleMesh has a mesh",
|
||||
mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
|
||||
|
||||
# 3. Verify the player spawned at the PlayerSpawn marker position.
|
||||
var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
|
||||
_check("PlayerSpawn marker exists", spawn_marker != null)
|
||||
|
||||
# The player's _ready() should have moved it to the spawn marker's
|
||||
# global position. Compare global positions directly (not local) since
|
||||
# Player and Level sit at different depths under Game.
|
||||
var expected_pos: Vector3 = spawn_marker.global_position
|
||||
_check("Player spawned at PlayerSpawn position",
|
||||
player.global_position == expected_pos)
|
||||
|
||||
# 4. Verify the player script class_name is correct and has the
|
||||
# movement constants defined.
|
||||
var script: GDScript = player.get_script() as GDScript
|
||||
_check("Player has a script attached", script != null)
|
||||
var constants: Dictionary = script.get_script_constant_map()
|
||||
_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
|
||||
_check("Player has GRAVITY constant", constants.has("GRAVITY"))
|
||||
_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
|
||||
_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
|
||||
|
||||
# 5. Verify the player has a Camera3D so the game is actually viewable
|
||||
# from the player's perspective, not just a walking capsule with no view.
|
||||
var camera: Node = player.get_node_or_null("Camera3D")
|
||||
_check("Player has a Camera3D", camera is Camera3D)
|
||||
_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
|
||||
|
||||
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
|
||||
@@ -1,125 +0,0 @@
|
||||
extends SceneTree
|
||||
## Headless smoke test for the PC2 test level scene.
|
||||
##
|
||||
## Run with:
|
||||
## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
|
||||
##
|
||||
## Loads the test level scene, asserts:
|
||||
## (a) it loads without error,
|
||||
## (b) it contains a Marker3D named "PlayerSpawn",
|
||||
## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
|
||||
## Exits 0 on success, 1 on failure.
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
var level_path: String = "res://scenes/worlds/test_level.tscn"
|
||||
|
||||
# Load the scene file
|
||||
var level_resource: PackedScene = load(level_path)
|
||||
if level_resource == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("SMOKE: test_level.tscn loaded successfully")
|
||||
|
||||
# Change the running scene to our test level
|
||||
var err: int = change_scene_to_packed(level_resource)
|
||||
if err != OK:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 change_scene_to_packed returned ", err)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
# Wait for the scene_changed signal so current_scene is set
|
||||
await scene_changed
|
||||
|
||||
var level_instance: Node3D = current_scene as Node3D
|
||||
if level_instance == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 current_scene is not Node3D")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
# Give the tree one frame to fully initialize
|
||||
await process_frame
|
||||
|
||||
# (b) Find the PlayerSpawn marker
|
||||
var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
|
||||
if spawn_marker == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 no Node3D named 'PlayerSpawn' found in test level")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
|
||||
|
||||
# (c) Verify PlayerSpawn is >= 1.0 m above ground top
|
||||
# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
|
||||
# with height 1.0, so top face is at y = 0).
|
||||
var spawn_y: float = spawn_marker.global_position.y
|
||||
if spawn_y < 1.0:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 PlayerSpawn y = ", spawn_y,
|
||||
" is below the required minimum of 1.0 m above ground top (y=0)")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
|
||||
|
||||
# Additional check: verify Ground StaticBody3D exists
|
||||
var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
|
||||
if ground == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 no StaticBody3D named 'Ground' found")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("SMOKE: found Ground StaticBody3D")
|
||||
|
||||
# Verify Ground top face is at y = 0
|
||||
var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
|
||||
if ground_shape != null and ground_shape.shape is BoxShape3D:
|
||||
var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
|
||||
var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
|
||||
if abs(ground_top - 0.0) > 0.01:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
|
||||
quit(1)
|
||||
return
|
||||
print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
|
||||
|
||||
# Verify props exist (3-5 StaticBody3D children under Props node)
|
||||
var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
|
||||
if props_node != null:
|
||||
var prop_count: int = 0
|
||||
for child in props_node.get_children():
|
||||
if child is StaticBody3D:
|
||||
prop_count += 1
|
||||
if prop_count < 3:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
|
||||
quit(1)
|
||||
return
|
||||
print("SMOKE: found ", prop_count, " props \u2014 PASS")
|
||||
else:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
# Verify lighting exists
|
||||
var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
|
||||
if sun == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 no DirectionalLight3D named 'Sun' found")
|
||||
quit(1)
|
||||
return
|
||||
print("SMOKE: found Sun DirectionalLight3D")
|
||||
|
||||
# Verify WorldEnvironment exists
|
||||
var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
|
||||
if env == null:
|
||||
printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
|
||||
quit(1)
|
||||
return
|
||||
print("SMOKE: found WorldEnvironment")
|
||||
|
||||
# All checks passed
|
||||
print("SMOKE RESULT: PASS")
|
||||
quit(0)
|
||||
Reference in New Issue
Block a user