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