menu interactive, refactor, perf tests, charge bar, debug menu stuff

This commit is contained in:
2026-07-22 22:57:02 +03:00
parent 631df017d1
commit 603a674e08
11 changed files with 772 additions and 315 deletions
+8
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@@ -90,6 +90,7 @@ bash run_tests.sh
# Individual tests:
gdlint *.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
godot --headless --script tests/logic_test.gd # pure logic, ~2 s
godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
# Gameplay test with real rendering (inspect frame strip visually):
@@ -107,6 +108,13 @@ godot --script tests/gameplay_test.gd # opens a window, saves re
Headless screenshots will be blank (Forward Plus has no display). Run without `--headless` to get real frame strips.
### What the performance test catches
Loads the full scene with `STRESS_MATADORS` (20) matadors, samples per-frame time
during normal play and during a mass-ragdoll spike, and fails if the average
exceeds 16 ms or any single frame exceeds 100 ms. Budgets are generous regression
guards (not a target frame rate); the measured avg/peak/fps print every run so a
gradual creep shows up before it trips the ceiling.
## Godot 4.x specifics
- `wrapf` / `wrap` instead of manual modulo for angles