Compare commits

7 Commits

Author SHA1 Message Date
Steven Wroblewski 1d65bf21dc feat(sprint-19): AudioManager, floor music cross-fade, and SFX system 2026-05-10 20:19:55 +02:00
Steven Wroblewski 2e0cd18b6e feat(audio): wire SFX into HoldableItem and OutfitItem 2026-05-10 20:19:40 +02:00
Steven Wroblewski a220b641ca feat(audio): add tap handler and SFX to RoomChest
Adds _get_press_position helper and _unhandled_input tap detection to
RoomChest, wires AudioManager.play_sfx calls for chest_tap and
item_spawn events. Guards AudioManager audio load calls with Dummy
driver check so headless unit tests stay green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:18:16 +02:00
Steven Wroblewski bad2fbe65f feat(audio): add AudioManager with floor music cross-fade and SFX
Replaces placeholder AudioManager with full implementation: floor-based
music routing via _derive_floor_from_room, cross-fade tween between
AudioStreamPlayers, SFX event-key dispatch, and room-change guard to
prevent redundant load attempts. 11 new tests (207 total, 206 passing).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:14:10 +02:00
Steven Wroblewski 4c60655e83 assets: add audio placeholder files and freesound recommendations for Sprint 19
Adds 11 empty .ogg placeholders (4 music tracks, 7 SFX) so the AudioManager
can reference them without errors during development. Includes docs/audio-assets-sprint19.md
with curated freesound.org download recommendations (CC0/CC-BY) for each file.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:09:47 +02:00
Steven Wroblewski 2c0c8b3c42 docs: add Sprint 19 AudioManager implementation plan 2026-05-10 00:48:42 +02:00
Steven Wroblewski 5107790746 docs: add Sprint 19 AudioManager design spec 2026-05-10 00:39:40 +02:00
20 changed files with 1055 additions and 38 deletions
View File
View File
View File
View File
View File
View File
View File
+65
View File
@@ -0,0 +1,65 @@
# Audio Assets — Sprint 19
Download these files manually from freesound.org and replace the empty placeholders under `assets/audio/`.
All picks are CC0 (Public Domain) unless noted as CC-BY. CC-BY files require attribution in the game's credits / README.
---
## Music tracks
| Target file | Freesound ID | Title | Author | License | Duration | URL |
|---|---|---|---|---|---|---|
| `assets/audio/music/floor_0.ogg` | 725019 | Kids Background - Happy Children (loop ver.2) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/725019/ |
| `assets/audio/music/floor_0.ogg` *(alt)* | 720612 | Kids - Children Background (loop) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/720612/ |
| `assets/audio/music/floor_1.ogg` | 387588 | Piano Ambiance 4 (120bpm) — Ambient Piano Loop 37 | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ |
| `assets/audio/music/floor_1.ogg` *(alt)* | 384934 | Soft Piano Loop #1 | ispeakwaves | CC-BY 3.0 | loop | https://freesound.org/people/ispeakwaves/sounds/384934/ |
| `assets/audio/music/floor_2.ogg` | 684511 | Simple Game Music Loop | Seth_Makes_Sounds | CC0 | loop | https://freesound.org/people/Seth_Makes_Sounds/sounds/684511/ |
| `assets/audio/music/floor_2.ogg` *(alt)* | 387588 | Piano Ambiance 4 — use if floor_1 already taken | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ |
| `assets/audio/music/floor_3.ogg` | 723913 | Forest birds - ambient seamless loop | Magnesus | CC0 | seamless loop | https://freesound.org/people/Magnesus/sounds/723913/ |
| `assets/audio/music/floor_3.ogg` *(alt)* | 798842 | Morning Birds in a Quiet Urban Garden | WhisperingEarth | check page | field recording | https://freesound.org/people/WhisperingEarth/sounds/798842/ |
> **floor_2.ogg note:** The nursery/lullaby track is the hardest to find as a pure CC0 loop. `Seth_Makes_Sounds/684511` is a gentle, simple game loop that works for a calm nursery atmosphere. If you want a proper lullaby feel, `ispeakwaves/384934` (Soft Piano Loop, CC-BY 3.0) is a better fit — just add attribution.
---
## SFX
| Target file | Freesound ID | Title | Author | License | Duration | URL |
|---|---|---|---|---|---|---|
| `assets/audio/sfx/chest_tap.ogg` | 679772 | Knocking on Wood | ominouswhoosh | CC0 | ~0.3s | https://freesound.org/people/ominouswhoosh/sounds/679772/ |
| `assets/audio/sfx/chest_tap.ogg` *(alt)* | 617056 | Tapping Wood 1 | F.M.Audio | CC0 | short | https://freesound.org/s/617056/ |
| `assets/audio/sfx/item_spawn.ogg` | 683096 | Woosh | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ |
| `assets/audio/sfx/item_spawn.ogg` *(alt)* | 460473 | VS_Short Whoosh 8 | Vilkas_Sound | CC0 | short | https://freesound.org/people/Vilkas_Sound/sounds/460473/ |
| `assets/audio/sfx/item_drag_start.ogg` | 411177 | Pick up Item 1 | SilverIllusionist | CC0 | short | https://freesound.org/people/SilverIllusionist/sounds/411177/ |
| `assets/audio/sfx/item_drag_start.ogg` *(alt)* | 133280 | game pick up object | Leszek_Szary | CC0 | short | https://freesound.org/people/Leszek_Szary/sounds/133280/ |
| `assets/audio/sfx/item_drop_hand.ogg` | 448086 | Normal click | Breviceps | CC0 | <0.2s | https://freesound.org/people/Breviceps/sounds/448086/ |
| `assets/audio/sfx/item_drop_hand.ogg` *(alt)* | 580780 | Flashlight clicking sound | StrikeWhistler | CC0 | <0.2s | https://freesound.org/people/StrikeWhistler/sounds/580780/ |
| `assets/audio/sfx/item_drop_outfit.ogg` | 161415 | cape-swoosh | CosmicEmbers | CC-BY 3.0 | short | https://freesound.org/people/CosmicEmbers/sounds/161415/ |
| `assets/audio/sfx/item_drop_outfit.ogg` *(alt)* | 683096 | Woosh (florianreichelt) — softer pick | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ |
| `assets/audio/sfx/item_return_chest.ogg` | 740266 | soft button click 1 | FOSSarts | CC0 | <0.2s | https://freesound.org/people/FOSSarts/sounds/740266/ |
| `assets/audio/sfx/item_return_chest.ogg` *(alt)* | 677860 | UI Button Click Snap | el_boss | CC0 | <0.2s | https://freesound.org/people/el_boss/sounds/677860/ |
| `assets/audio/sfx/item_drop_floor.ogg` | 449955 | Wooden Thud (Mono) | Breviceps | CC0 | <0.3s | https://freesound.org/people/Breviceps/sounds/449955/ |
| `assets/audio/sfx/item_drop_floor.ogg` *(alt)* | 342530 | Light Thud 4 | sgrowe | CC0 | <0.3s | https://freesound.org/people/sgrowe/sounds/342530/ |
---
## Download instructions
1. Open each URL in a browser while logged in to freesound.org (free account required for download).
2. Click "Download" and choose OGG format where available (or download as WAV and convert with Audacity/ffmpeg).
3. Rename the file to match the "Target file" column and drop it into the repo, replacing the empty placeholder.
4. For CC-BY files, add an entry to `docs/credits-audio.md` (create if it does not exist yet) with: `Author — Title — CC-BY 3.0 — URL`.
## ffmpeg conversion (WAV to OGG)
```
ffmpeg -i input.wav -c:a libvorbis -q:a 4 output.ogg
```
## Notes
- All CC0 picks require no attribution, but you may credit anyway.
- Prefer the primary pick; use the alt only if the primary is unavailable or unsuitable on preview.
- Keep music loops between 3060 s to minimize file size on mobile.
- SFX should be trimmed with a short (~5 ms) fade-out to avoid clicks.
@@ -0,0 +1,574 @@
# Sprint 19 — AudioManager Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Add an AudioManager autoload that plays floor-based background music with cross-fade and fires SFX for every player interaction — chest taps, item spawning, drag, drop, outfit apply, and chest return.
**Architecture:** AudioManager extends Node (autoload, already registered in project.godot). Two AudioStreamPlayer children ping-pong for cross-fade (0.8 s). One SfxPlayer child handles all SFX. Floor is derived from `GameState.current_room` via a pure lookup function. All 7 SFX events are wired in via direct `AudioManager.play_sfx()` calls (autoload = globally accessible). RoomChest gains a tap handler (`_unhandled_input`) to trigger item spawning.
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0, freesound.org CC0/CC-BY assets, ffmpeg for .ogg conversion if needed.
---
### Task 1: Audio Assets
**Files:**
- Create: `assets/audio/music/floor_0.ogg` through `floor_3.ogg`
- Create: `assets/audio/sfx/chest_tap.ogg`, `item_spawn.ogg`, `item_drag_start.ogg`, `item_drop_hand.ogg`, `item_drop_outfit.ogg`, `item_return_chest.ogg`, `item_drop_floor.ogg`
- [ ] **Step 1: Create directories**
```bash
mkdir -p "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/music"
mkdir -p "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/sfx"
```
- [ ] **Step 2: Download music tracks from freesound.org**
Search freesound.org for each track. Requirements: CC0 or CC-BY licence, loopable (end ≈ start), 3060 s, child-appropriate, no sudden loud sounds. Save as `floor_N.ogg` directly or download and rename.
| File | Search query on freesound.org | Character |
|---|---|---|
| `floor_0.ogg` | `children hospital cheerful loop` | Heiter, belebte Lobby |
| `floor_1.ogg` | `calm ambient medical loop` | Ruhig, klinisch |
| `floor_2.ogg` | `gentle nursery lullaby loop` | Sanft, Wiegenlied |
| `floor_3.ogg` | `garden birds outdoor ambient loop` | Draußen, Vogelgezwitscher |
If a result is `.mp3` or `.wav`, convert with ffmpeg:
```bash
ffmpeg -i input.mp3 -c:a libvorbis -q:a 4 floor_0.ogg
```
- [ ] **Step 3: Download SFX from freesound.org**
Requirements: CC0 or CC-BY, < 0.5 s each, no startling sounds.
| File | Search query | Target duration |
|---|---|---|
| `chest_tap.ogg` | `wood tap short` | < 0.3 s |
| `item_spawn.ogg` | `pop whoosh soft` | < 0.5 s |
| `item_drag_start.ogg` | `pickup soft short` | < 0.3 s |
| `item_drop_hand.ogg` | `light click short` | < 0.2 s |
| `item_drop_outfit.ogg` | `fabric swoosh short` | < 0.5 s |
| `item_return_chest.ogg` | `soft click snap` | < 0.2 s |
| `item_drop_floor.ogg` | `soft thud light` | < 0.3 s |
Convert to `.ogg` with ffmpeg if needed (same command as above, -q:a 6 for SFX).
- [ ] **Step 4: Verify all 11 files are present**
```bash
ls "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/music/"
ls "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/sfx/"
```
Expected: 4 music files, 7 SFX files.
- [ ] **Step 5: Commit**
```bash
git add assets/audio/music/ assets/audio/sfx/
git commit -m "assets: add floor music and SFX for Sprint 19"
```
---
### Task 2: AudioManager Script + Tests
**Files:**
- Create: `scripts/autoload/AudioManager.gd`
- Create: `test/unit/test_audio_manager.gd`
Note: `AudioManager` is already registered in `project.godot` as `"*res://scripts/autoload/AudioManager.gd"`. Do NOT add `class_name AudioManager` to the script (Godot 4 autoload + class_name conflict — see CLAUDE.md memory).
- [ ] **Step 1: Write the failing tests**
Create `test/unit/test_audio_manager.gd`:
```gdscript
## Tests for AudioManager — floor derivation, no-op guard, SFX key validation.
extends GutTest
func before_each() -> void:
AudioManager._current_floor = -1
AudioManager._is_crossfading = false
func test_derive_floor_floor0_reception() -> void:
assert_eq(AudioManager._derive_floor_from_room("reception"), 0)
func test_derive_floor_floor0_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("giftshop"), 0)
assert_eq(AudioManager._derive_floor_from_room("restaurant"), 0)
assert_eq(AudioManager._derive_floor_from_room("emergency"), 0)
func test_derive_floor_floor1_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("xray"), 1)
assert_eq(AudioManager._derive_floor_from_room("pharmacy"), 1)
assert_eq(AudioManager._derive_floor_from_room("lab"), 1)
assert_eq(AudioManager._derive_floor_from_room("patient_rooms"), 1)
func test_derive_floor_floor2_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("ultrasound"), 2)
assert_eq(AudioManager._derive_floor_from_room("delivery_room"), 2)
assert_eq(AudioManager._derive_floor_from_room("nursery"), 2)
func test_derive_floor_garden() -> void:
assert_eq(AudioManager._derive_floor_from_room("garden_party"), 3)
func test_derive_floor_unknown_returns_minus_one() -> void:
assert_eq(AudioManager._derive_floor_from_room("unknown_room"), -1)
assert_eq(AudioManager._derive_floor_from_room(""), -1)
func test_get_current_floor_starts_at_minus_one() -> void:
assert_eq(AudioManager.get_current_floor(), -1)
func test_play_floor_music_same_floor_is_noop() -> void:
AudioManager._current_floor = 0
AudioManager.play_floor_music(0)
assert_eq(AudioManager.get_current_floor(), 0)
func test_play_sfx_unknown_key_does_not_crash() -> void:
AudioManager.play_sfx("nonexistent_event_xyz")
pass
func test_sfx_map_has_all_seven_keys() -> void:
assert_true(AudioManager._SFX_MAP.has("chest_tap"))
assert_true(AudioManager._SFX_MAP.has("item_spawn"))
assert_true(AudioManager._SFX_MAP.has("item_drag_start"))
assert_true(AudioManager._SFX_MAP.has("item_drop_hand"))
assert_true(AudioManager._SFX_MAP.has("item_drop_outfit"))
assert_true(AudioManager._SFX_MAP.has("item_return_chest"))
assert_true(AudioManager._SFX_MAP.has("item_drop_floor"))
func test_music_map_has_all_four_floors() -> void:
assert_true(AudioManager._MUSIC_MAP.has(0))
assert_true(AudioManager._MUSIC_MAP.has(1))
assert_true(AudioManager._MUSIC_MAP.has(2))
assert_true(AudioManager._MUSIC_MAP.has(3))
```
- [ ] **Step 2: Run to verify FAIL**
```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
```
Expected: FAIL — `AudioManager` script missing.
- [ ] **Step 3: Create AudioManager.gd**
Create `scripts/autoload/AudioManager.gd`:
```gdscript
## AudioManager — floor music with cross-fade and SFX for player interactions.
## Autoload. Do NOT add class_name (Godot 4 autoload conflict).
extends Node
const CROSSFADE_DURATION: float = 0.8
const _MUSIC_MAP: Dictionary = {
0: "res://assets/audio/music/floor_0.ogg",
1: "res://assets/audio/music/floor_1.ogg",
2: "res://assets/audio/music/floor_2.ogg",
3: "res://assets/audio/music/floor_3.ogg",
}
const _SFX_MAP: Dictionary = {
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
}
var _current_floor: int = -1
var _is_crossfading: bool = false
var _active_player: AudioStreamPlayer
var _music_a: AudioStreamPlayer
var _music_b: AudioStreamPlayer
var _sfx_player: AudioStreamPlayer
func _ready() -> void:
_music_a = AudioStreamPlayer.new()
_music_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new()
add_child(_music_a)
add_child(_music_b)
add_child(_sfx_player)
_active_player = _music_a
_music_a.volume_db = linear_to_db(GameState.music_volume)
_music_b.volume_db = linear_to_db(0.0)
_sfx_player.volume_db = linear_to_db(GameState.sfx_volume)
GameState.state_changed.connect(_on_game_state_changed)
var initial_floor: int = _derive_floor_from_room(GameState.current_room)
if initial_floor != -1:
play_floor_music(initial_floor)
func play_floor_music(floor: int) -> void:
if floor == _current_floor:
return
if not _MUSIC_MAP.has(floor):
return
if _is_crossfading:
return
_is_crossfading = true
_current_floor = floor
var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
var stream: AudioStream = load(_MUSIC_MAP[floor]) as AudioStream
if stream == null:
_is_crossfading = false
return
inactive.stream = stream
inactive.volume_db = linear_to_db(0.0)
inactive.play()
var tween: Tween = create_tween().set_parallel(true)
tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
await tween.finished
_active_player.stop()
_active_player = inactive
_is_crossfading = false
func play_sfx(event: String) -> void:
if not _SFX_MAP.has(event):
return
var stream: AudioStream = load(_SFX_MAP[event]) as AudioStream
if stream == null:
return
_sfx_player.stream = stream
_sfx_player.play()
func set_music_volume(vol: float) -> void:
GameState.music_volume = vol
_active_player.volume_db = linear_to_db(vol)
func set_sfx_volume(vol: float) -> void:
GameState.sfx_volume = vol
_sfx_player.volume_db = linear_to_db(vol)
func get_current_floor() -> int:
return _current_floor
func _on_game_state_changed() -> void:
var floor: int = _derive_floor_from_room(GameState.current_room)
if floor != -1:
play_floor_music(floor)
func _derive_floor_from_room(room: String) -> int:
match room:
"reception", "giftshop", "restaurant", "emergency":
return 0
"xray", "pharmacy", "lab", "patient_rooms":
return 1
"ultrasound", "delivery_room", "nursery":
return 2
"garden_party":
return 3
return -1
```
- [ ] **Step 4: Run to verify PASS**
```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
```
Expected: all previous tests pass + 12 new AudioManager tests pass. Total ≥ 208.
- [ ] **Step 5: Commit**
```bash
git add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
git commit -m "feat(audio): add AudioManager with floor music cross-fade and SFX"
```
---
### Task 3: RoomChest Tap Handler + SFX
**Files:**
- Modify: `scripts/objects/room_chest.gd`
- Modify: `test/unit/test_room_chest.gd` (append 2 tests)
Currently `RoomChest` has no input handler — tapping the chest does nothing. This task adds `_unhandled_input` with a helper `_get_press_position()` and wires the two chest SFX events.
- [ ] **Step 1: Append failing tests to test_room_chest.gd**
Add at the end of `test/unit/test_room_chest.gd`:
```gdscript
func test_get_press_position_returns_position_for_screen_touch_pressed() -> void:
var chest: RoomChest = RoomChest.new()
add_child_autofree(chest)
var event: InputEventScreenTouch = InputEventScreenTouch.new()
event.pressed = true
event.position = Vector2(100.0, 200.0)
assert_eq(chest._get_press_position(event), Vector2(100.0, 200.0))
func test_get_press_position_returns_inf_for_screen_touch_released() -> void:
var chest: RoomChest = RoomChest.new()
add_child_autofree(chest)
var event: InputEventScreenTouch = InputEventScreenTouch.new()
event.pressed = false
event.position = Vector2(100.0, 200.0)
assert_eq(chest._get_press_position(event), Vector2.INF)
```
- [ ] **Step 2: Run to verify FAIL**
```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
```
Expected: FAIL — `_get_press_position` not defined on RoomChest.
- [ ] **Step 3: Update room_chest.gd**
The full updated file (replace existing content):
```gdscript
## RoomChest — tappable storage node. Spawns HoldableItem/OutfitItem instances on demand.
## Items fly out with a tween. Receives items back via receive_item().
class_name RoomChest extends Node2D
signal items_spawned(chest: RoomChest)
signal item_received(chest: RoomChest, item_id: String)
const SPAWN_TWEEN_DURATION: float = 0.3
@export var chest_id: String = ""
@export var tap_radius: float = 50.0
var _spawned_items: Array[HoldableItem] = []
var _item_configs: Array[ChestItemData] = []
func _ready() -> void:
add_to_group("room_chests")
_item_configs = RoomChestConfig.get_items(chest_id)
if not chest_id.is_empty() and GameState.has_method("get_chest_state"):
if not GameState.get_chest_state(chest_id).is_empty():
call_deferred("spawn_items")
func _unhandled_input(event: InputEvent) -> void:
var press_pos: Vector2 = _get_press_position(event)
if press_pos == Vector2.INF:
return
var canvas_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * press_pos
if canvas_pos.distance_to(global_position) > tap_radius:
return
get_viewport().set_input_as_handled()
AudioManager.play_sfx("chest_tap")
spawn_items()
func spawn_items() -> void:
if not _spawned_items.is_empty():
return
AudioManager.play_sfx("item_spawn")
var parent: Node = get_parent()
for config: ChestItemData in _item_configs:
var item: HoldableItem = _create_item(config)
item.home_chest = self
if parent != null:
parent.add_child(item)
else:
add_child(item)
item.global_position = global_position
_spawned_items.append(item)
_tween_item_out(item, config.spawn_offset)
if GameState.has_method("set_chest_state"):
GameState.set_chest_state(chest_id, _get_spawned_ids())
items_spawned.emit(self)
func receive_item(item: HoldableItem) -> void:
if not _spawned_items.has(item):
return
_spawned_items.erase(item)
if GameState.has_method("set_chest_state"):
if _spawned_items.is_empty():
GameState.clear_chest_state(chest_id)
else:
GameState.set_chest_state(chest_id, _get_spawned_ids())
item_received.emit(self, item.item_id)
_tween_item_in(item)
func are_items_spawned() -> bool:
return not _spawned_items.is_empty()
func get_spawned_count() -> int:
return _spawned_items.size()
func get_item_config_count() -> int:
return _item_configs.size()
func get_spawned_item(index: int) -> HoldableItem:
if index < 0 or index >= _spawned_items.size():
return null
return _spawned_items[index]
func _get_press_position(event: InputEvent) -> Vector2:
if event is InputEventScreenTouch and event.pressed:
return event.position
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
return event.position
return Vector2.INF
func _create_item(config: ChestItemData) -> HoldableItem:
var item: HoldableItem
if config.item_type == ChestItemData.ItemType.OUTFIT:
var outfit: OutfitItem = OutfitItem.new()
outfit.outfit_layer = config.outfit_layer
item = outfit
else:
item = HoldableItem.new()
item.item_id = config.item_id
return item
func _get_spawned_ids() -> Array[String]:
var ids: Array[String] = []
for item: HoldableItem in _spawned_items:
ids.append(item.item_id)
return ids
func _tween_item_out(item: HoldableItem, offset: Vector2) -> void:
var tween: Tween = create_tween()
tween.tween_property(item, "global_position", global_position + offset, SPAWN_TWEEN_DURATION)
func _tween_item_in(item: HoldableItem) -> void:
var tween: Tween = create_tween()
tween.tween_property(item, "global_position", global_position, SPAWN_TWEEN_DURATION)
tween.tween_callback(item.queue_free)
```
- [ ] **Step 4: Run to verify PASS**
```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
```
Expected: all tests pass including 2 new `_get_press_position` tests. Total ≥ 210.
- [ ] **Step 5: Commit**
```bash
git add scripts/objects/room_chest.gd test/unit/test_room_chest.gd
git commit -m "feat(audio): add tap handler and SFX to RoomChest"
```
---
### Task 4: HoldableItem + OutfitItem SFX
**Files:**
- Modify: `scripts/objects/holdable_item.gd`
- Modify: `scripts/objects/outfit_item.gd`
Pure one-liner additions. No new tests — existing 196+ tests verify no regressions.
- [ ] **Step 1: Update holdable_item.gd**
Replace the three methods `_on_drag_picked_up`, `_on_drag_released`, and `_try_return_to_chest` with the versions below. Everything else in the file stays identical.
```gdscript
func _on_drag_picked_up(_pos: Vector2) -> void:
if is_in_hand_slot():
_detach_from_hand_slot()
AudioManager.play_sfx("item_drag_start")
item_picked_up.emit(self)
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var result: Array = _find_nearest_free_hand_slot()
if not result.is_empty():
var character: Character = result[0] as Character
var hand: String = result[1] as String
character.attach_item(hand, self)
AudioManager.play_sfx("item_drop_hand")
else:
AudioManager.play_sfx("item_drop_floor")
item_placed.emit(self)
func _try_return_to_chest() -> bool:
if home_chest == null:
return false
if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS:
return false
var chest: RoomChest = home_chest as RoomChest
if chest == null:
return false
AudioManager.play_sfx("item_return_chest")
chest.receive_item(self)
return true
```
- [ ] **Step 2: Update outfit_item.gd**
Replace `_on_drag_released` with:
```gdscript
func _on_drag_released(_pos: Vector2) -> void:
if _try_return_to_chest():
return
var character: Character = _find_nearest_character()
if character != null:
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
AudioManager.play_sfx("item_drop_outfit")
return
super._on_drag_released(_pos)
```
- [ ] **Step 3: Run full test suite**
```bash
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit
```
Expected: all tests pass. Total ≥ 210 (no new tests added in this task).
- [ ] **Step 4: Commit**
```bash
git add scripts/objects/holdable_item.gd scripts/objects/outfit_item.gd
git commit -m "feat(audio): wire SFX into HoldableItem and OutfitItem"
```
@@ -0,0 +1,192 @@
# Sprint 19 — AudioManager & SFX Design Spec
## Goal
Implement an `AudioManager` autoload that provides background music (per floor, with cross-fade) and SFX feedback for all player interactions. Real audio assets sourced from freesound.org (CC0/CC-BY). All 7 SFX events and 4 music tracks wired up by end of sprint.
## Architecture
### AudioManager (Autoload)
`scripts/autoload/AudioManager.gd` — Node with three child AudioStreamPlayers:
```
AudioManager (Node)
├── MusicA (AudioStreamPlayer) # Cross-fade ping-pong player A
├── MusicB (AudioStreamPlayer) # Cross-fade ping-pong player B
└── SfxPlayer (AudioStreamPlayer) # Single SFX player (no polyphony this sprint)
```
**Startup:** reads `GameState.music_volume` and `GameState.sfx_volume`, applies to players. Connects to `GameState.state_changed`.
**`_on_game_state_changed()`:** reads `GameState.current_room`, calls `_derive_floor_from_room()`, compares to `_current_floor`. If floor changed → `play_floor_music(new_floor)`.
**`play_floor_music(floor: int) -> void`:** public API. If `floor == _current_floor` → no-op. Otherwise: inactive player loads new stream, tweens volume from 0 → `GameState.music_volume` over 0.8 s; active player tweens volume → 0 over 0.8 s, then stops. Players swap active/inactive roles.
**`play_sfx(event: String) -> void`:** looks up event key in `_SFX_MAP: Dictionary`, loads stream, plays on `SfxPlayer`. Volume = `GameState.sfx_volume`.
**`set_music_volume(vol: float) -> void`** and **`set_sfx_volume(vol: float) -> void`:** update `GameState` and apply immediately to active players.
**`get_current_floor() -> int`:** returns `_current_floor` (-1 if none set).
### Internal State
```gdscript
var _current_floor: int = -1
var _active_player: AudioStreamPlayer # points to MusicA or MusicB
```
### Floor Derivation
`_derive_floor_from_room(room: String) -> int` — pure function, no side effects:
| Room strings | Floor |
|---|---|
| `"reception"`, `"giftshop"`, `"restaurant"`, `"emergency"` | `0` |
| `"xray"`, `"pharmacy"`, `"lab"`, `"patient_rooms"` | `1` |
| `"ultrasound"`, `"delivery_room"`, `"nursery"` | `2` |
| `"garden_party"` | `3` |
| anything else | `-1` |
## SFX Event Mapping
| Event key | Trigger location | When |
|---|---|---|
| `chest_tap` | `room_chest.gd` | Chest tapped, before spawn |
| `item_spawn` | `room_chest.gd` | Item tween starts (fly-out) |
| `item_drag_start` | `holdable_item.gd` | `_on_drag_picked_up` |
| `item_drop_hand` | `holdable_item.gd` | Item attached to hand slot |
| `item_drop_outfit` | `outfit_item.gd` | Outfit applied to character |
| `item_return_chest` | `holdable_item.gd` | `_try_return_to_chest` succeeds |
| `item_drop_floor` | `holdable_item.gd` | `_on_drag_released` — no target found |
All calls: `AudioManager.play_sfx("event_key")` (autoload, one line, no wiring).
## Asset Specification
### Directory Layout
```
assets/audio/music/
floor_0.ogg
floor_1.ogg
floor_2.ogg
floor_3.ogg
assets/audio/sfx/
chest_tap.ogg
item_spawn.ogg
item_drag_start.ogg
item_drop_hand.ogg
item_drop_outfit.ogg
item_return_chest.ogg
item_drop_floor.ogg
```
### Music — freesound.org Search Terms
| File | Search terms | Character |
|---|---|---|
| `floor_0.ogg` | `"children hospital happy loop"` | Heiter, belebte Lobby |
| `floor_1.ogg` | `"calm medical ambient loop"` | Ruhig, klinisch |
| `floor_2.ogg` | `"nursery lullaby gentle loop"` | Sanft, Wiegenlied |
| `floor_3.ogg` | `"garden birds outdoor loop"` | Draußen, Vogelgezwitscher |
Requirements: CC0 or CC-BY, loopable (seamless start/end), 3060 s duration, `.ogg` or convertible.
### SFX — freesound.org Search Terms
| File | Search terms | Target duration |
|---|---|---|
| `chest_tap.ogg` | `"wooden box tap"` | < 0.3 s |
| `item_spawn.ogg` | `"soft whoosh pop"` | < 0.5 s |
| `item_drag_start.ogg` | `"soft pickup"` | < 0.3 s |
| `item_drop_hand.ogg` | `"light click"` | < 0.2 s |
| `item_drop_outfit.ogg` | `"fabric swoosh"` | < 0.5 s |
| `item_return_chest.ogg` | `"soft click"` | < 0.2 s |
| `item_drop_floor.ogg` | `"light thud"` | < 0.3 s |
Requirements: CC0 or CC-BY, child-appropriate, no startling sounds.
### SFX Map in Code
```gdscript
const _SFX_MAP: Dictionary = {
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
"item_return_chest":"res://assets/audio/sfx/item_return_chest.ogg",
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
}
```
### Music Map in Code
```gdscript
const _MUSIC_MAP: Dictionary = {
0: "res://assets/audio/music/floor_0.ogg",
1: "res://assets/audio/music/floor_1.ogg",
2: "res://assets/audio/music/floor_2.ogg",
3: "res://assets/audio/music/floor_3.ogg",
}
```
## Integration with Existing Scripts
### room_chest.gd
Add two `AudioManager.play_sfx()` calls:
1. In the chest tap handler (before spawn guard): `AudioManager.play_sfx("chest_tap")`
2. In `spawn_items()`, at the start of each item's tween: `AudioManager.play_sfx("item_spawn")`
### holdable_item.gd
- `_on_drag_picked_up`: add `AudioManager.play_sfx("item_drag_start")`
- `_try_return_to_chest` (on success, before tween): add `AudioManager.play_sfx("item_return_chest")`
- `_on_drag_released` (after hand slot attach): add `AudioManager.play_sfx("item_drop_hand")`
- `_on_drag_released` (no target branch): add `AudioManager.play_sfx("item_drop_floor")`
### outfit_item.gd
- `_on_drag_released` (after `apply_outfit_item` call): add `AudioManager.play_sfx("item_drop_outfit")`
### project.godot
Add `AudioManager` to the autoload list:
```
[autoload]
AudioManager="*res://scripts/autoload/AudioManager.gd"
```
## GameState Integration
`AudioManager` observes `GameState.state_changed`. No changes to `GameState` are required — `music_volume` and `sfx_volume` are already persisted in v3.
`set_music_volume` / `set_sfx_volume` write back to `GameState` so values persist on save.
## Testing
**File:** `test/unit/test_audio_manager.gd`
Testable (pure logic, no actual audio):
- `_derive_floor_from_room()` — all 12 room strings → correct floor int
- `_derive_floor_from_room("unknown")``-1`
- `play_floor_music()` with same floor → `_current_floor` unchanged (no-op)
- `get_current_floor()` → returns `-1` before any music played
- `play_sfx()` with unknown key → no crash (guard required)
Not testable (manual on device):
- Actual audio playback
- Cross-fade quality and timing
- Volume balance SFX vs. music
- Loop seamlessness
## Out of Scope
- Polyphonic SFX (multiple simultaneous sounds)
- Per-room music (12 tracks) — floor-level is sufficient for this sprint
- Character voice sounds (Häschen-Schnuffeln, Kätzchen-Miau) — separate sprint
- Settings UI for volume sliders — volume API exists, UI in a later sprint
- AudioBus setup (Master/Music/SFX buses) — single bus is sufficient for now
+107 -38
View File
@@ -1,63 +1,132 @@
## AudioManager — music playback with cross-fade, SFX playback, volume control. ## AudioManager — floor music with cross-fade and SFX for player interactions.
## Autoload registered in project.godot. No class_name (Godot 4 autoload conflict).
extends Node extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6 const CROSSFADE_DURATION: float = 0.8
const CROSSFADE_DURATION: float = 1.0
var _music_player_a: AudioStreamPlayer const _MUSIC_MAP: Dictionary = {
var _music_player_b: AudioStreamPlayer 0: "res://assets/audio/music/floor_0.ogg",
1: "res://assets/audio/music/floor_1.ogg",
2: "res://assets/audio/music/floor_2.ogg",
3: "res://assets/audio/music/floor_3.ogg",
}
const _SFX_MAP: Dictionary = {
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
}
var _current_floor: int = -1
var _is_crossfading: bool = false
var _active_player: AudioStreamPlayer var _active_player: AudioStreamPlayer
var _last_room: String = ""
var _music_a: AudioStreamPlayer
var _music_b: AudioStreamPlayer
var _sfx_player: AudioStreamPlayer var _sfx_player: AudioStreamPlayer
var _music_volume: float = DEFAULT_MUSIC_VOLUME
var _sfx_volume: float = 1.0
var _is_fading: bool = false
func _ready() -> void: func _ready() -> void:
_music_player_a = AudioStreamPlayer.new() _music_a = AudioStreamPlayer.new()
_music_player_b = AudioStreamPlayer.new() _music_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new() _sfx_player = AudioStreamPlayer.new()
add_child(_music_player_a) add_child(_music_a)
add_child(_music_player_b) add_child(_music_b)
add_child(_sfx_player) add_child(_sfx_player)
_active_player = _music_player_a _active_player = _music_a
_apply_music_volume() _music_a.volume_db = linear_to_db(GameState.music_volume)
_music_b.volume_db = linear_to_db(0.0)
_sfx_player.volume_db = linear_to_db(GameState.sfx_volume)
GameState.state_changed.connect(_on_game_state_changed)
_last_room = GameState.current_room
var initial_floor: int = _derive_floor_from_room(GameState.current_room)
if initial_floor != -1:
play_floor_music(initial_floor)
func play_music(stream: AudioStream) -> void: func play_floor_music(floor: int) -> void:
if _active_player.stream == stream and _active_player.playing: if AudioServer.get_driver_name() == "Dummy":
return return
var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a if floor == _current_floor:
next_player.stream = stream return
next_player.volume_db = linear_to_db(0.0) if not _MUSIC_MAP.has(floor):
next_player.play() return
var prev_player: AudioStreamPlayer = _active_player if _is_crossfading:
_active_player = next_player return
var tween: Tween = create_tween() _is_crossfading = true
tween.set_parallel(true) _current_floor = floor
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION) var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION) var path: String = _MUSIC_MAP[floor]
tween.chain().tween_callback(prev_player.stop) if not ResourceLoader.exists(path):
_is_crossfading = false
return
var stream: AudioStream = load(path) as AudioStream
if stream == null:
_is_crossfading = false
return
inactive.stream = stream
inactive.volume_db = linear_to_db(0.0)
inactive.play()
var tween: Tween = create_tween().set_parallel(true)
tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
await tween.finished
_active_player.stop()
_active_player = inactive
_is_crossfading = false
func play_sfx(stream: AudioStream) -> void: func play_sfx(event: String) -> void:
if AudioServer.get_driver_name() == "Dummy":
return
if not _SFX_MAP.has(event):
return
var path: String = _SFX_MAP[event]
if not ResourceLoader.exists(path):
return
var stream: AudioStream = load(path) as AudioStream
if stream == null:
return
_sfx_player.stream = stream _sfx_player.stream = stream
_sfx_player.volume_db = linear_to_db(_sfx_volume)
_sfx_player.play() _sfx_player.play()
func set_music_volume(value: float) -> void: func set_music_volume(vol: float) -> void:
_music_volume = clampf(value, 0.0, 1.0) GameState.music_volume = vol
_apply_music_volume() _active_player.volume_db = linear_to_db(vol)
func set_sfx_volume(value: float) -> void: func set_sfx_volume(vol: float) -> void:
_sfx_volume = clampf(value, 0.0, 1.0) GameState.sfx_volume = vol
_sfx_player.volume_db = linear_to_db(vol)
func get_music_volume() -> float: func get_current_floor() -> int:
return _music_volume return _current_floor
func _apply_music_volume() -> void: func _on_game_state_changed() -> void:
_active_player.volume_db = linear_to_db(_music_volume) if GameState.current_room == _last_room:
return
_last_room = GameState.current_room
var floor: int = _derive_floor_from_room(GameState.current_room)
if floor != -1:
play_floor_music(floor)
func _derive_floor_from_room(room: String) -> int:
match room:
"reception", "giftshop", "restaurant", "emergency":
return 0
"xray", "pharmacy", "lab", "patient_rooms":
return 1
"ultrasound", "delivery_room", "nursery":
return 2
"garden_party":
return 3
return -1
+5
View File
@@ -24,6 +24,7 @@ func _ready() -> void:
func _on_drag_picked_up(_pos: Vector2) -> void: func _on_drag_picked_up(_pos: Vector2) -> void:
if is_in_hand_slot(): if is_in_hand_slot():
_detach_from_hand_slot() _detach_from_hand_slot()
AudioManager.play_sfx("item_drag_start")
item_picked_up.emit(self) item_picked_up.emit(self)
@@ -35,6 +36,9 @@ func _on_drag_released(_pos: Vector2) -> void:
var character: Character = result[0] as Character var character: Character = result[0] as Character
var hand: String = result[1] as String var hand: String = result[1] as String
character.attach_item(hand, self) character.attach_item(hand, self)
AudioManager.play_sfx("item_drop_hand")
else:
AudioManager.play_sfx("item_drop_floor")
item_placed.emit(self) item_placed.emit(self)
@@ -46,6 +50,7 @@ func _try_return_to_chest() -> bool:
var chest: RoomChest = home_chest as RoomChest var chest: RoomChest = home_chest as RoomChest
if chest == null: if chest == null:
return false return false
AudioManager.play_sfx("item_return_chest")
chest.receive_item(self) chest.receive_item(self)
return true return true
+1
View File
@@ -15,6 +15,7 @@ func _on_drag_released(_pos: Vector2) -> void:
var character: Character = _find_nearest_character() var character: Character = _find_nearest_character()
if character != null: if character != null:
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self) character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
AudioManager.play_sfx("item_drop_outfit")
return return
super._on_drag_released(_pos) super._on_drag_released(_pos)
+22
View File
@@ -8,6 +8,7 @@ signal item_received(chest: RoomChest, item_id: String)
const SPAWN_TWEEN_DURATION: float = 0.3 const SPAWN_TWEEN_DURATION: float = 0.3
@export var chest_id: String = "" @export var chest_id: String = ""
@export var tap_radius: float = 50.0
var _spawned_items: Array[HoldableItem] = [] var _spawned_items: Array[HoldableItem] = []
var _item_configs: Array[ChestItemData] = [] var _item_configs: Array[ChestItemData] = []
@@ -21,9 +22,22 @@ func _ready() -> void:
call_deferred("spawn_items") call_deferred("spawn_items")
func _unhandled_input(event: InputEvent) -> void:
var press_pos: Vector2 = _get_press_position(event)
if press_pos == Vector2.INF:
return
var canvas_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * press_pos
if canvas_pos.distance_to(global_position) > tap_radius:
return
get_viewport().set_input_as_handled()
AudioManager.play_sfx("chest_tap")
spawn_items()
func spawn_items() -> void: func spawn_items() -> void:
if not _spawned_items.is_empty(): if not _spawned_items.is_empty():
return return
AudioManager.play_sfx("item_spawn")
var parent: Node = get_parent() var parent: Node = get_parent()
for config: ChestItemData in _item_configs: for config: ChestItemData in _item_configs:
var item: HoldableItem = _create_item(config) var item: HoldableItem = _create_item(config)
@@ -71,6 +85,14 @@ func get_spawned_item(index: int) -> HoldableItem:
return _spawned_items[index] return _spawned_items[index]
func _get_press_position(event: InputEvent) -> Vector2:
if event is InputEventScreenTouch and event.pressed:
return event.position
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
return event.position
return Vector2.INF
func _create_item(config: ChestItemData) -> HoldableItem: func _create_item(config: ChestItemData) -> HoldableItem:
var item: HoldableItem var item: HoldableItem
if config.item_type == ChestItemData.ItemType.OUTFIT: if config.item_type == ChestItemData.ItemType.OUTFIT:
+71
View File
@@ -0,0 +1,71 @@
## Tests for AudioManager — floor derivation, no-op guard, SFX key validation.
extends GutTest
func before_each() -> void:
AudioManager._current_floor = -1
AudioManager._is_crossfading = false
func test_derive_floor_floor0_reception() -> void:
assert_eq(AudioManager._derive_floor_from_room("reception"), 0)
func test_derive_floor_floor0_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("giftshop"), 0)
assert_eq(AudioManager._derive_floor_from_room("restaurant"), 0)
assert_eq(AudioManager._derive_floor_from_room("emergency"), 0)
func test_derive_floor_floor1_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("xray"), 1)
assert_eq(AudioManager._derive_floor_from_room("pharmacy"), 1)
assert_eq(AudioManager._derive_floor_from_room("lab"), 1)
assert_eq(AudioManager._derive_floor_from_room("patient_rooms"), 1)
func test_derive_floor_floor2_all_rooms() -> void:
assert_eq(AudioManager._derive_floor_from_room("ultrasound"), 2)
assert_eq(AudioManager._derive_floor_from_room("delivery_room"), 2)
assert_eq(AudioManager._derive_floor_from_room("nursery"), 2)
func test_derive_floor_garden() -> void:
assert_eq(AudioManager._derive_floor_from_room("garden_party"), 3)
func test_derive_floor_unknown_returns_minus_one() -> void:
assert_eq(AudioManager._derive_floor_from_room("unknown_room"), -1)
assert_eq(AudioManager._derive_floor_from_room(""), -1)
func test_get_current_floor_starts_at_minus_one() -> void:
assert_eq(AudioManager.get_current_floor(), -1)
func test_play_floor_music_same_floor_is_noop() -> void:
AudioManager._current_floor = 0
AudioManager.play_floor_music(0)
assert_eq(AudioManager.get_current_floor(), 0)
func test_play_sfx_unknown_key_does_not_crash() -> void:
AudioManager.play_sfx("nonexistent_event_xyz")
pass
func test_sfx_map_has_all_seven_keys() -> void:
assert_true(AudioManager._SFX_MAP.has("chest_tap"))
assert_true(AudioManager._SFX_MAP.has("item_spawn"))
assert_true(AudioManager._SFX_MAP.has("item_drag_start"))
assert_true(AudioManager._SFX_MAP.has("item_drop_hand"))
assert_true(AudioManager._SFX_MAP.has("item_drop_outfit"))
assert_true(AudioManager._SFX_MAP.has("item_return_chest"))
assert_true(AudioManager._SFX_MAP.has("item_drop_floor"))
func test_music_map_has_all_four_floors() -> void:
assert_true(AudioManager._MUSIC_MAP.has(0))
assert_true(AudioManager._MUSIC_MAP.has(1))
assert_true(AudioManager._MUSIC_MAP.has(2))
assert_true(AudioManager._MUSIC_MAP.has(3))
+18
View File
@@ -83,3 +83,21 @@ func test_receive_item_decrements_spawned_count() -> void:
var item: HoldableItem = chest.get_spawned_item(0) var item: HoldableItem = chest.get_spawned_item(0)
chest.receive_item(item) chest.receive_item(item)
assert_eq(chest.get_spawned_count(), 2) assert_eq(chest.get_spawned_count(), 2)
func test_get_press_position_returns_position_for_screen_touch_pressed() -> void:
var chest: RoomChest = RoomChest.new()
add_child_autofree(chest)
var event: InputEventScreenTouch = InputEventScreenTouch.new()
event.pressed = true
event.position = Vector2(100.0, 200.0)
assert_eq(chest._get_press_position(event), Vector2(100.0, 200.0))
func test_get_press_position_returns_inf_for_screen_touch_released() -> void:
var chest: RoomChest = RoomChest.new()
add_child_autofree(chest)
var event: InputEventScreenTouch = InputEventScreenTouch.new()
event.pressed = false
event.position = Vector2(100.0, 200.0)
assert_eq(chest._get_press_position(event), Vector2.INF)