clean up stale test_level files (project uses LevelRuntime now)

This commit is contained in:
2026-06-25 17:12:58 -04:00
parent 1121a2f0ee
commit b23a307201
4 changed files with 11 additions and 160 deletions
-116
View File
@@ -1,116 +0,0 @@
extends Node3D
class_name TestLevelBuilder
## Builds the test level ONLY from code — no .tscn SubResource references.
## One-click playtest: attach to TestLevel root, F5.
func _ready() -> void:
build()
func build() -> void:
_build_floor()
_build_walls()
_build_lighting()
_build_player()
_build_camera()
_build_ui()
func _box_static(pos: Vector3, size: Vector3, color: Color) -> StaticBody3D:
var body := StaticBody3D.new()
body.name = "Static_" + str(pos)
body.position = pos
add_child(body)
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mesh.mesh.surface_set_material(0, mat)
body.add_child(mesh)
return body
func _build_floor() -> void:
_box_static(Vector3(0, -1.1, 0), Vector3(30, 0.4, 30), Color(0.35, 0.25, 0.15))
func _build_walls() -> void:
_box_static(Vector3(0, 3, -15), Vector3(30, 6, 0.4), Color(0.55, 0.45, 0.35))
_box_static(Vector3(15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
_box_static(Vector3(-15, 3, 0), Vector3(0.4, 6, 30), Color(0.55, 0.45, 0.35))
func _build_lighting() -> void:
var sun := DirectionalLight3D.new()
sun.name = "Sun"
sun.position = Vector3(0, 10, 0)
sun.rotation_degrees = Vector3(50, 0, 0)
sun.light_color = Color(1, 0.95, 0.85)
sun.light_energy = 1.1
sun.shadow_enabled = true
add_child(sun)
func _build_player() -> void:
var player := CharacterBody3D.new()
player.name = "Player"
player.position = Vector3(0, 1.5, 8)
add_child(player)
var shape := CollisionShape3D.new()
shape.shape = CapsuleShape3D.new()
shape.shape.radius = 0.4
shape.shape.height = 1.8
player.add_child(shape)
var sm := Node.new()
sm.name = "MovementStateMachine"
player.add_child(sm)
for state_name in ["ground", "air", "wall_run", "wall_cling", "slide", "dash"]:
var st := Node.new()
st.name = "state_" + state_name
sm.add_child(st)
var mover_script = load("res://movement/player_movement_controller.gd")
if mover_script:
player.set_script(mover_script)
# set_script after node is in tree does not auto-call _ready()
# Manually initialize the controller
if player.has_method("_ready"):
player._ready()
func _build_camera() -> void:
var cam := Camera3D.new()
cam.name = "FpsCamera"
cam.current = true
cam.position = Vector3(0, 1.7, 0)
cam.fov = 90.0
var player_node = get_node_or_null("Player")
if player_node:
player_node.add_child(cam)
else:
add_child(cam)
func _build_ui() -> void:
var canvas := CanvasLayer.new()
canvas.name = "UI"
add_child(canvas)
var speed := Label.new()
speed.name = "SpeedLabel"
speed.offset_left = 16
speed.offset_top = 16
speed.offset_right = 520
speed.offset_bottom = 48
speed.text = "Speed: 0.0 m/s | State: --- | Chain: +0%"
canvas.add_child(speed)
var help := Label.new()
help.name = "HelpLabel"
help.offset_left = 16
help.offset_top = 52
help.offset_right = 720
help.offset_bottom = 108
help.text = "WASD Move | Sprint=Shift | Slide=Ctrl+S | Double-Jump=Space twice | Dash=LShift | Wall-Jump=Jump at wall"
canvas.add_child(help)
-5
View File
@@ -1,5 +0,0 @@
[map]
name="Test Level"
scene_path="res://scenes/maps/test_level/test_level.tscn"
color1=Color(0.2, 0.2, 0.25, 1.0)
color2=Color(0.3, 0.5, 0.6, 1.0)
-6
View File
@@ -1,6 +0,0 @@
[gd_scene format=3 uid="uid://c5k51gbegvxss"]
[ext_resource type="Script" uid="uid://c7ltcn37gfd71" path="res://debug/test_level_builder.gd" id="1"]
[node name="TestLevel" type="Node3D" unique_id=130984349]
script = ExtResource("1")
+11 -33
View File
@@ -1,5 +1,5 @@
import bpy
import os
import math
# Clear scene
bpy.ops.object.select_all(action='SELECT')
@@ -19,18 +19,13 @@ if not armatures:
exit(1)
armature = armatures[0]
print(f"ARMature: {armature.name}, bones: {len(armature.data.bones)}")
# The key: we need to bake the animation with HIGH FPS and LARGE motion
# so the optimizer can't strip it.
print(f"Armature: {armature.name}, bones: {len(armature.data.bones)}")
# Switch to pose mode
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
# Function to create an animation with PER-FRAME keyframes (can't be optimized away)
def create_anim_dense(name, bone_rotations_func, length_frames=60):
"""bone_rotations_func: callable(frame) -> dict of bone_name -> euler_tuple
Creates keyframes on EVERY frame to prevent Blender from optimizing."""
action = bpy.data.actions.new(name=name)
armature.animation_data.action = action
action.use_fake_user = True
@@ -47,8 +42,6 @@ def create_anim_dense(name, bone_rotations_func, length_frames=60):
return action
import math
# WALK: Per-frame keyframes (60 frames, 1 second)
def walk_fn(frame, length):
t = frame / length * math.pi * 2
@@ -61,7 +54,7 @@ def walk_fn(frame, length):
}
create_anim_dense("Walk", walk_fn, 60)
print("Walk created (dense per-frame keyframes)")
print("Walk created")
# RUN: Faster (40 frames)
def run_fn(frame, length):
@@ -80,14 +73,14 @@ print("Run created")
# JUMP: Single jump cycle (40 frames)
def jump_fn(frame, length):
t = frame / length
peak = max(0.0, 1.0 - abs(t - 0.5) * 3.0) # Sharp peak
peak = max(0.0, 1.0 - abs(t - 0.5) * 3.0)
return {
"LeftUpperArm": (-2.5 * peak, 0, -0.3 * peak),
"RightUpperArm": (-2.5 * peak, 0, 0.3 * peak),
"LeftUpperLeg": (-0.5 * peak, 0, 0),
"RightUpperLeg": (-0.5 * peak, 0, 0),
"Spine": (0.15 * peak, 0, 0),
"Hips": (0, 0.3 * peak, 0), # Bounce up
"Hips": (0, 0.3 * peak, 0),
}
create_anim_dense("Jump", jump_fn, 40)
@@ -107,10 +100,10 @@ def idle_fn(frame, length):
create_anim_dense("Idle", idle_fn, 60)
print("Idle created")
# Remove all C_001 duplicates and original stripped actions
# Remove original stripped actions, keep only our custom ones
for action in list(bpy.data.actions):
if action.use_fake_user:
# Rename to clean names
# Rename Blender's auto-suffixed names
if action.name == "Walk.001":
action.name = "Walk"
elif action.name == "Run.001":
@@ -122,10 +115,11 @@ for action in list(bpy.data.actions):
else:
bpy.data.actions.remove(action)
print(f"Actions: {[a.name for a in bpy.data.actions if a.use_fake_user]}")
print(f"Final actions: {[a.name for a in bpy.data.actions if a.use_fake_user]}")
# CRITICAL: Export with animation sampling at high rate to prevent optimization
# Export
bpy.context.scene.render.fps = 60
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.export_scene.gltf(
filepath=output_path,
@@ -139,20 +133,4 @@ bpy.ops.export_scene.gltf(
)
print(f"\nExported to {output_path}")
# Verify
bpy.ops.import_scene.gltf(filepath=output_path)
new_armatures = [obj for obj in bpy.data.objects if obj.type == 'ARMATURE']
if new_armatures:
new_ap = new_armatures[0]
new_ap.animation_data_create()
for action in bpy.data.actions:
if action.use_fake_user:
new_ap.animation_data.action = action
# Check motion
max_delta = max((action.frame_range[1] - action.frame_range[0]), 1)
# Check track count
track_count = len(action.fcurves) if hasattr(action, 'fcurves') else 0
print(f" {action.name}: {track_count} fcurves, {max_delta:.0f} frames")
print("Done!")