PC2: Basic visible player character representation + local movement controller #49
@@ -1,4 +1,6 @@
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[gd_scene load_steps=1 format=3]
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[gd_scene load_steps=2 format=3]
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[ext_resource type="PackedScene" path="res://scenes/player.tscn" id="1_player"]
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[node name="TestLevel" type="Node3D"]
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@@ -44,6 +46,10 @@ environment = SubResource("env_bg")
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[node name="PlayerSpawn" type="Marker3D" parent="."]
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position = Vector3(0, 1.0, 0)
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[node name="Player" type="CharacterBody3D" parent="."]
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position = Vector3(0, 1.0, 0)
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script = ExtResource("1_player")
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[sub_resource type="BoxMesh" id="mesh_ground"]
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size = Vector3(40, 1, 40)
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@@ -0,0 +1,75 @@
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extends SceneTree
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## Smoke test for the player character scene and its spawn behavior.
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_player.gd
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##
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## Loads the test level, verifies the player is present, spawned at the
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## PlayerSpawn marker, and has the expected CharacterBody3D structure.
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var passed := 0
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var failed := 0
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func _initialize() -> void:
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_run()
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func _run() -> void:
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await process_frame
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# Load the test level scene (which now includes the player).
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var packed: PackedScene = load("res://scenes/worlds/test_level.tscn")
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var level: Node3D = packed.instantiate()
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root.add_child(level)
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await process_frame
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# 1. Verify the player node exists in the scene tree.
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var player := level.get_node("Player")
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_check("Player node exists in test level", player != null)
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_check("Player is a CharacterBody3D", player is CharacterBody3D)
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# 2. Verify the player has the expected child structure.
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var collision := player.get_node("CollisionShape3D")
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_check("Player has CollisionShape3D", collision != null)
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_check("CollisionShape3D has a shape", collision.shape != null)
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var mesh := player.get_node("CapsuleMesh")
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_check("Player has CapsuleMesh", mesh != null)
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_check("CapsuleMesh has a mesh", mesh.mesh != null)
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# 3. Verify the player spawned at the PlayerSpawn marker position.
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var spawn_marker := level.get_node("PlayerSpawn")
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_check("PlayerSpawn marker exists", spawn_marker != null)
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# The player's _ready() should have moved it to the spawn marker's
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# global position. Since both are direct children of the root, their
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# global positions equal their local positions.
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var expected_pos := spawn_marker.global_position
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_check("Player spawned at PlayerSpawn position",
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player.global_position == expected_pos)
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# 4. Verify the player script class_name is correct.
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var script := player.get_script()
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_check("Player has a script attached", script != null)
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_check("Player script is Player class", script is GDScript)
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# 5. Verify the player has movement constants defined.
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_check("Player has WALK_SPEED constant",
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script.get_constant("WALK_SPEED") != null)
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_check("Player has GRAVITY constant",
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script.get_constant("GRAVITY") != null)
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_check("Player has JUMP_VELOCITY constant",
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script.get_constant("JUMP_VELOCITY") != null)
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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quit(0 if failed == 0 else 1)
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func _check(description: String, condition: bool) -> void:
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if condition:
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print(" PASS: ", description)
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passed += 1
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else:
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printerr(" FAIL: ", description)
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failed += 1
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