Files
Papay-Shooter/movement/tests/run_fsm_tests.gd
Nicholas ButzkeandClaude Fable 5 198345177a feat: world-grid level materials + real movement test suite
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
  LevelMaterials factory: world-space triplanar mapping over every code-built
  level (test level, dust2, procedural arena) with the existing color coding
  kept as tints. Readable surfaces at speed instead of flat color boxes;
  materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
  overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
  stub nodes, hung forever without quitting) with a real suite: 10 tests
  covering state registration, jump bookkeeping, wall-run momentum
  preservation and upward-carry cap, per-player dash cooldown (regression for
  the old shared static), dash speed stacking, chain soft cap, landing
  events, and slide entry momentum. New headless entrypoint:
  godot --headless --path . -s res://movement/tests/run_fsm_tests.gd

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 12:14:30 -04:00

15 lines
392 B
GDScript

extends SceneTree
## Headless entrypoint for the MovementStateMachine unit tests.
## Run: godot --headless --path . -s res://movement/tests/run_fsm_tests.gd
func _init() -> void:
call_deferred("_run")
func _run() -> void:
await process_frame
var tester = load("res://movement/tests/test_fsm_runner.gd").new()
root.add_child(tester)
tester.run_all() # quits with the right exit code