Files
hello-godot/tests/boss_test.gd
T

83 lines
2.3 KiB
GDScript

extends SceneTree
## Boss 回归测试(时间驱动,与无头模式实际帧率无关):
## A) 独立 Boss:5s 内进场并开始弹幕;秒杀后 4s 内完成爆炸链释放
## B) Game 集成:spawn_boss 血条显示→击杀后血条隐藏、得分 +5000
## 运行:godot --headless -s tests/boss_test.gd
var _phase := 0
var _time := 0.0
var _boss: Boss
var _game: Game
var _bullets: Node2D
var _bullet_time := 0.0
var _phase_time := 0.0
var _score_before := 0
var _fails: Array[String] = []
func _initialize() -> void:
_bullets = Node2D.new()
_bullets.add_to_group("enemy_bullets")
root.add_child(_bullets)
_boss = Boss.new()
_boss.setup(1.0)
root.add_child(_boss)
print("[boss_test] phase A: standalone boss")
func _fail(msg: String) -> void:
_fails.append(msg)
print("[FAIL] " + msg)
func _process(delta: float) -> bool:
_time += delta
_phase_time += delta
match _phase:
0:
if _bullets.get_child_count() > 0:
_bullet_time += delta
if _phase_time >= 5.0:
if not _boss._entered:
_fail("boss did not enter (pos.y=%.1f)" % _boss.position.y)
if _bullet_time < 0.4:
_fail("boss fired too little (%.2fs bullet time)" % _bullet_time)
_boss.apply_damage(99999)
_next_phase()
1:
if not is_instance_valid(_boss):
print("[boss_test] phase A done: %.2fs bullet time, death chain freed boss" % _bullet_time)
_next_phase()
elif _phase_time > 4.0:
_fail("death chain did not free boss in 4s")
_next_phase()
2:
_game = (load("res://scenes/game.tscn") as PackedScene).instantiate()
root.add_child(_game)
_score_before = _game.score
_boss = _game.spawn_boss(1.0)
if not _game._boss_bar_bg.visible:
_fail("boss bar not shown after spawn")
_boss.apply_damage(99999)
_next_phase()
3:
if _phase_time >= 4.0:
if _game._boss_bar_bg.visible:
_fail("boss bar still visible after death")
if _game.score < _score_before + 5000:
_fail("score not credited: %d -> %d" % [_score_before, _game.score])
else:
print("[boss_test] phase B done: score %d -> %d" % [_score_before, _game.score])
if _fails.is_empty():
print("[boss_test] PASS")
else:
print("[boss_test] FAIL: %d issue(s)" % _fails.size())
quit(0 if _fails.is_empty() else 1)
return true
return false
func _next_phase() -> void:
_phase += 1
_phase_time = 0.0