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Fix Area2D and CharacterBody2D tests (#141)
Tests were arranging objects in window rather than viewport coordinates. This was causing performance changes based on window scale.
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@@ -7,7 +7,7 @@ class TestScene:
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var num_character_bodies: int
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var num_character_bodies: int
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var num_area_2d: int
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var num_area_2d: int
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var area_2d_nodes: Array[Area2D]
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var area_2d_nodes: Array[Area2D]
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var window_size: Vector2i
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var viewport_size: Vector2
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var time_accum := 0.0
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var time_accum := 0.0
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var shapes: Array[Shape2D] = [
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var shapes: Array[Shape2D] = [
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RectangleShape2D.new(),
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RectangleShape2D.new(),
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@@ -31,11 +31,11 @@ class TestScene:
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meshes[2].height = 20.0
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meshes[2].height = 20.0
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func _ready() -> void:
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func _ready() -> void:
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window_size = get_window().size
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viewport_size = get_viewport_rect().size
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for i in num_character_bodies:
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for i in num_character_bodies:
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var character_body := CharacterBody2D.new()
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var character_body := CharacterBody2D.new()
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character_body.position = Vector2(
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character_body.position = Vector2(
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randf_range(0.0, window_size.x), randf_range(0.0, window_size.y)
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randf_range(0.0, viewport_size.x), randf_range(0.0, viewport_size.y)
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)
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)
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add_random_shape(character_body)
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add_random_shape(character_body)
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add_child(character_body)
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add_child(character_body)
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@@ -43,7 +43,7 @@ class TestScene:
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for i in num_area_2d:
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for i in num_area_2d:
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var area_2d := Area2D.new()
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var area_2d := Area2D.new()
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area_2d.position = Vector2(
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area_2d.position = Vector2(
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randf_range(0.0, window_size.x), randf_range(0.0, window_size.y)
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randf_range(0.0, viewport_size.x), randf_range(0.0, viewport_size.y)
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)
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)
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add_random_shape(area_2d)
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add_random_shape(area_2d)
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add_child(area_2d)
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add_child(area_2d)
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@@ -12,7 +12,7 @@ class TestScene:
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var n_of_character_bodies: int
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var n_of_character_bodies: int
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var character_bodies: Array[CharacterBody2D] = []
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var character_bodies: Array[CharacterBody2D] = []
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var capsule_mesh := CapsuleMesh.new()
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var capsule_mesh := CapsuleMesh.new()
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var window_size: Vector2i
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var viewport_size: Vector2
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func _init(_n_of_character_bodies: int) -> void:
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func _init(_n_of_character_bodies: int) -> void:
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n_of_character_bodies = _n_of_character_bodies
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n_of_character_bodies = _n_of_character_bodies
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@@ -20,13 +20,13 @@ class TestScene:
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capsule_mesh.height = 28.0
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capsule_mesh.height = 28.0
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func _ready() -> void:
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func _ready() -> void:
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window_size = get_window().size
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viewport_size = get_viewport_rect().size
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tile_map_node = tile_map_scene.instantiate()
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tile_map_node = tile_map_scene.instantiate()
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add_child(tile_map_node)
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add_child(tile_map_node)
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for i in n_of_character_bodies:
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for i in n_of_character_bodies:
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var body := CharacterBody2D.new()
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var body := CharacterBody2D.new()
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body.position = Vector2(
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body.position = Vector2(
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randf_range(0.0, window_size.x), randf_range(0.0, window_size.y)
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randf_range(0.0, viewport_size.x), randf_range(0.0, viewport_size.y)
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)
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)
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var collision_shape := CollisionShape2D.new()
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var collision_shape := CollisionShape2D.new()
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collision_shape.shape = CapsuleShape2D.new()
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collision_shape.shape = CapsuleShape2D.new()
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