PC2: Basic visible player character representation + local movement controller #49
@@ -25,21 +25,21 @@ func _run() -> void:
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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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var player: CharacterBody3D = level.get_node("Player") as CharacterBody3D
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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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var collision: CollisionShape3D = player.get_node("CollisionShape3D") as 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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var mesh: MeshInstance3D = player.get_node("CapsuleMesh") as MeshInstance3D
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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: Marker3D = level.get_node("PlayerSpawn")
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var spawn_marker: Marker3D = level.get_node("PlayerSpawn") as Marker3D
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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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@@ -50,7 +50,7 @@ func _run() -> void:
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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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var script: GDScript = player.get_script() as GDScript
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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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