Add title menu flow

This commit is contained in:
2026-06-19 23:05:41 +09:00
parent 5e470d0544
commit ab3f0a1124
3 changed files with 459 additions and 8 deletions

112
tools/smoke_title_menu.gd Normal file
View File

@@ -0,0 +1,112 @@
extends SceneTree
const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"
func _init() -> void:
var save_backup := _backup_user_file(SAVE_PATH)
var manual_backup := _backup_user_file(MANUAL_SAVE_PATH)
var failures: Array[String] = []
_clear_user_file(SAVE_PATH)
_clear_user_file(MANUAL_SAVE_PATH)
_check_title_menu_start_load_and_settings(failures)
if not _restore_user_file(SAVE_PATH, save_backup):
failures.append("could not restore campaign save after title menu smoke")
if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup):
failures.append("could not restore manual campaign save after title menu smoke")
if failures.is_empty():
print("title menu smoke ok")
quit(0)
return
for failure in failures:
push_error(failure)
quit(1)
func _check_title_menu_start_load_and_settings(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._ready()
if scene.title_screen_root == null or not scene.title_screen_root.visible:
failures.append("title screen should be visible on startup")
if scene.briefing_panel == null or scene.briefing_panel.visible:
failures.append("briefing should stay hidden behind the title screen")
if scene.title_start_button == null or scene.title_start_button.text != "처음부터 시작":
failures.append("title screen should expose Start from Beginning")
if scene.title_load_button == null or scene.title_load_button.text != "게임 로드":
failures.append("title screen should expose Game Load")
elif not scene.title_load_button.disabled:
failures.append("Game Load should be disabled when no save exists")
if scene.title_settings_button == null or scene.title_settings_button.text != "환경 설정":
failures.append("title screen should expose Settings")
scene._on_title_settings_pressed()
if scene.title_settings_panel == null or not scene.title_settings_panel.visible:
failures.append("title settings panel should open from the title screen")
if scene.title_bgm_toggle == null or scene.title_sfx_toggle == null or scene.title_edge_scroll_toggle == null:
failures.append("title settings should expose BGM, SFX, and edge-scroll toggles")
scene._on_title_bgm_toggled(false)
if scene.title_bgm_enabled:
failures.append("BGM toggle should disable background music")
scene._on_title_sfx_toggled(false)
if scene.title_sfx_enabled:
failures.append("SFX toggle should disable sound effects")
scene._on_title_edge_scroll_toggled(false)
if scene.title_edge_scroll_enabled:
failures.append("edge-scroll toggle should disable edge scrolling")
if scene._update_edge_scroll(0.25):
failures.append("edge scrolling should not move while disabled in settings")
scene._on_title_settings_back_pressed()
if scene.title_settings_panel != null and scene.title_settings_panel.visible:
failures.append("settings back should hide the title settings panel")
scene._on_title_start_pressed()
if scene.title_screen_root != null and scene.title_screen_root.visible:
failures.append("starting a new game should hide the title screen")
if scene.briefing_panel == null or not scene.briefing_panel.visible:
failures.append("starting a new game should enter the first briefing")
if not scene.campaign_state.has_save():
failures.append("starting a new game should create the main campaign save")
scene._show_title_menu()
scene._update_title_menu_state()
if scene.title_load_button == null or scene.title_load_button.disabled:
failures.append("Game Load should become available after a campaign save exists")
scene._on_title_load_pressed()
if scene.title_screen_root != null and scene.title_screen_root.visible:
failures.append("loading a saved game should hide the title screen")
if scene.briefing_panel == null or not scene.briefing_panel.visible:
failures.append("loading a saved game should enter the current campaign briefing")
scene.free()
func _backup_user_file(path: String) -> Dictionary:
if not FileAccess.file_exists(path):
return {"exists": false, "text": ""}
return {
"exists": true,
"text": FileAccess.get_file_as_string(path)
}
func _restore_user_file(path: String, backup: Dictionary) -> bool:
if bool(backup.get("exists", false)):
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
return false
file.store_string(str(backup.get("text", "")))
return true
return _clear_user_file(path)
func _clear_user_file(path: String) -> bool:
if not FileAccess.file_exists(path):
return true
return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK