diff --git a/client/tests/test_client_p2.gd b/client/tests/test_client_p2.gd index c0bca3a5f..cd7f5cdfb 100644 --- a/client/tests/test_client_p2.gd +++ b/client/tests/test_client_p2.gd @@ -167,8 +167,8 @@ func test_entity_terrain_uses_object_color() -> void: var entity := [{"entity_id": 70, "x": 2.0, "y": 2.0, "z": 0, "kind": {"variant": "Terrain", "data": null}, "visibility": "Forward"}] renderer.update_entities(entity) - var node = renderer.entity_nodes[70] as ColorRect - assert_that(node.color).override_failure_message( + var node = renderer.entity_nodes[70] as Sprite2D + assert_that(node.self_modulate).override_failure_message( "Terrain kind should use ENTITY_COLOR_OBJECT" ).is_equal(Constants.ENTITY_COLOR_OBJECT) renderer.queue_free() @@ -181,8 +181,8 @@ func test_entity_player_color_regardless_of_sector() -> void: var entity := [{"entity_id": 80, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Peripheral"}] renderer.update_entities(entity) - var node = renderer.entity_nodes[80] as ColorRect - assert_that(node.color).override_failure_message( + var node = renderer.entity_nodes[80] as Sprite2D + assert_that(node.self_modulate).override_failure_message( "Player color must be constant regardless of visibility sector" ).is_equal(Constants.ENTITY_COLOR_PLAYER) # Alpha should still be dimmed for Peripheral diff --git a/client/tests/test_rendering.gd b/client/tests/test_rendering.gd index b3d004d69..2fbe3c651 100644 --- a/client/tests/test_rendering.gd +++ b/client/tests/test_rendering.gd @@ -326,7 +326,7 @@ func test_entity_renderer_facing_indicator_rotation_accuracy() -> void: PI / 2.0: PI, # South 3.0 * PI / 4.0: 5.0 * PI / 4.0, # Southwest (raw: 3PI/4 + PI/2 = 5PI/4) PI: 3.0 * PI / 2.0, # West (raw: PI + PI/2 = 3PI/2) - -3.0 * PI / 4.0: -PI / 4.0, # Northwest (-3PI/4 + PI/2 = -PI/4) + -3.0 * PI / 4.0: -PI / 4.0, # Northwest: wraps negative — Godot returns raw un-normalised rotation } renderer.update_entities(_test_entities_v2) var player_node = renderer.entity_nodes[1]