Added Glitch Room Source code to Gitty

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Jeff Luke committed 2026-10-04 11:31:17 -07:00
commit 1ac9eb5644
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extends SceneTree
func _initialize() -> void:
call_deferred("run")
func run() -> void:
var game = load("res://games/galaga/Galaga.tscn").instantiate()
root.add_child(game)
game.set_physics_process(false)
game.start_game()
assert(game.state=="intro" and not game.player.visible)
game.field._process(0)
assert(not game.player.visible)
game._tick(game.intro_seconds+0.01)
assert(game.state=="stage_card" and not game.player.visible)
game._tick(game.stage_card_seconds+0.01)
assert(game.state=="ready" and game.player.visible)
game._tick(game.player_card_seconds+0.01)
assert(game.state=="playing")
# Different formation slots must share the same pre-docking entrance curve.
game.enemies[0].time=0.4
game.enemies[1].time=0.4
game._update_enemies(0)
assert(game.enemies[0].node.position.is_equal_approx(game.enemies[1].node.position))
for enemy in game.enemies: assert(enemy.node.scale==Vector2.ONE)
var boss: Dictionary = game.enemies[0]
boss.mode="beam"
boss.time=0
boss.node.position=Vector2(112,172)
game.beam=boss
game._update_enemies(0.01)
assert(game.state=="capturing")
game._sound("fire")
for voice in game.voices:
if voice.playing: assert(voice.stream==game.streams["capturing"])
game._tick(1.6)
assert(game.lives==2 and game.captive.visible and not game.player.visible)
for i in range(400):
if game.state=="playing": break
game._tick(1.0/60.0)
assert(game.state=="playing" and game.player.visible)
boss.node.position=Vector2(112,100)
game.captive.position=Vector2(112,84)
boss.hp=1
game._bullet(Vector2(112,100),Vector2.ZERO,true)
game._update_bullets(0)
assert(game.state=="rescue_spin" and game.captor.is_empty())
var frozen: Vector2=game.enemies[0].node.position
game._tick(0.1)
assert(game.enemies[0].node.position==frozen)
for i in range(600):
if game.state=="playing": break
game._tick(1.0/60.0)
assert(game.dual and not game.captive.visible)
game._tick(0.01)
game._clear_bullets()
game.cooldown=0
game._fire()
assert(game.bullets.size()==2)
assert(absf(game.bullets[0].node.position.x-game.bullets[1].node.position.x)==16)
game._die()
assert(not game.dual and game.lives==2 and game.state=="playing")
game.reset_game()
assert(game.captor.is_empty() and not game.captive.visible and not game.dual)
print("CAPTURE AND INTRO TESTS PASS")
game.queue_free()
await process_frame
quit()