PC2: Basic visible player character representation + local movement controller #49
@@ -25,21 +25,21 @@ func _run() -> void:
|
|||||||
await process_frame
|
await process_frame
|
||||||
|
|
||||||
# 1. Verify the player node exists in the scene tree.
|
# 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 node exists in test level", player != null)
|
||||||
_check("Player is a CharacterBody3D", player is CharacterBody3D)
|
_check("Player is a CharacterBody3D", player is CharacterBody3D)
|
||||||
|
|
||||||
# 2. Verify the player has the expected child structure.
|
# 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("Player has CollisionShape3D", collision != null)
|
||||||
_check("CollisionShape3D has a shape", collision.shape != 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("Player has CapsuleMesh", mesh != null)
|
||||||
_check("CapsuleMesh has a mesh", mesh.mesh != null)
|
_check("CapsuleMesh has a mesh", mesh.mesh != null)
|
||||||
|
|
||||||
# 3. Verify the player spawned at the PlayerSpawn marker position.
|
# 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)
|
_check("PlayerSpawn marker exists", spawn_marker != null)
|
||||||
|
|
||||||
# The player's _ready() should have moved it to the spawn marker's
|
# 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)
|
player.global_position == expected_pos)
|
||||||
|
|
||||||
# 4. Verify the player script class_name is correct.
|
# 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 has a script attached", script != null)
|
||||||
_check("Player script is Player class", script is GDScript)
|
_check("Player script is Player class", script is GDScript)
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user