Skip to content

Player HUD Test Plan

Ayooluwa Fadeyibi edited this page Oct 5, 2026 · 9 revisions

Manual/visual test cases for UI work that JUnit can't meaningfully assert on (layout, animation, colour, texture swap-in). Covers: Main Menu, Pause Menu, HUD (health bar, hotbar, gold counter), Backpack, Arrow Wheel, Item Dictionary, Shop, the game icon, and the Game End screen.

Setup: run ./gradlew desktop:run from source/.


1. HUD — Health Bar

ID Steps Expected Result
HB-1 Start a game and observe the top-left HUD. A row of hearts is shown over a health-bar background image, aligned with no gaps/overlaps between hearts.
HB-2 Take damage (fight an enemy or use the debug terminal — see GE-1 below for how to force state changes). Hearts update to reflect lost health (full → damaged → empty/last-health art) in real time.
HB-3 Reduce health to exactly 1 heart remaining. The "last health" heart art is shown distinctly (different from a normal full heart) as a low-health warning.
HB-4 Heal back up (potion/full heal, if available). Hearts refill correctly, no leftover damaged/empty heart art from before.

2. HUD — Inventory Bar (Hotbar)

ID Steps Expected Result
IB-1 Start a game and look at the bottom hotbar. A row of slots is shown, each drawn as a rounded box (dark teal-green fill, dark border) — not an image-based slot.
IB-2 Press number keys 1–9. The slot matching the pressed number gets a visibly different border colour (brown) while all other slots keep the normal dark border — only one slot selected at a time.
IB-3 Pick up an item. It appears in the next open hotbar slot with its icon and a quantity label if stackable.
IB-4 Press . / ,. Selection moves to the next/previous slot (border highlight moves accordingly).
IB-5 Select an empty slot. Slot still renders the rounded-box style (no broken/missing texture) with the selected border colour, just no item icon inside.

3. Backpack

ID Steps Expected Result
BP-1 Press B. Backpack panel opens, styled to match the hotbar's rounded-box slots.
BP-2 Press B again. Backpack closes.
BP-3 Click-and-drag an item from the backpack onto a hotbar slot. A drag icon follows the cursor during the drag; releasing over a hotbar slot moves the item there and it disappears from its old backpack slot.
BP-4 Drag an item and release it somewhere invalid (outside any slot). Item returns to its original slot — nothing is lost or duplicated.

4. HUD — Gold Counter

ID Steps Expected Result Evidence
GC-1 Start a new game and look below the hearts. A gold amount (default 50) is shown followed by a gold coin icon, left-aligned under the health bar. Nothing overlaps the hearts.
GC-2 Stand next to a gold pickup and press F. The pickup disappears and the counter increases by the pickup's amount immediately.
GC-3 Buy something from the shop (see SH-4). The counter decreases by the item's price immediately, both in the HUD and in the shop's Gold: label.
GC-4 Spend all gold, then try to buy again. Counter stays at 0 and never shows a negative number.

5. Arrow Wheel

ID Steps Expected Result Evidence
AW-1 With a bow equipped, hold Tab. The arrow wheel appears with three icon tiles: standard arrow on top, ice arrow bottom-left, fire arrow bottom-right. Each tile is a rounded dark-teal box like a hotbar slot.
AW-2 Keep holding Tab and move the mouse around the wheel. The tile under the pointer gets a brown border; the other tiles keep the normal dark border.
AW-3 Highlight a tile and release Tab. The wheel closes, the inventory selection moves to that arrow type, and the bow fires it. Reopening the wheel shows that tile highlighted.
AW-4 Use up all arrows of one type (or start without any), then open the wheel. Releasing Tab over that tile does not change the selected arrow.
AW-5 Release Tab without pointing at any tile. The wheel closes and the selected arrow type is unchanged.
AW-6 Unequip the bow, then hold Tab. The wheel does not open. If the bow is dropped while the wheel is open, the wheel closes without changing the selection.

6. Item Dictionary

ID Steps Expected Result Evidence
ID-1 Press I. The dictionary overlay opens with the title ITEM DICTIONARY and a 5-column grid of square slots.
ID-2 Look at slots for items you have never picked up. They show a ? placeholder, and clicking them does nothing.
ID-3 Pick up an item for the first time, then open the dictionary. That item's slot now shows its icon. Picking up a second copy changes nothing.
ID-4 Click a discovered item. A details page shows the icon, name, description and only the stats relevant to that item (e.g. damage/range/cooldown for weapons, heal amount for the health potion).
ID-5 Click < Back on the details page. Returns to the grid page.
ID-6 Open the dictionary, then press B. The backpack opens and the dictionary closes — the two overlays never show at once.
ID-7 Open the dictionary on the details page, close it with I, then reopen it. It opens on the grid page, not the details page.

7. Shop

ID Steps Expected Result Evidence
SH-1 Walk up to a shopkeeper NPC and press F. The shop overlay opens and the game pauses (enemies and player stop). It shows the title Shop, Gold: N, one row per listing (standard/fire/ice arrows, health/speed/poison potions, and the weapons), a status line and a Close button.
SH-2 Read each row. Each shows the item icon, name, quantity (x5 for arrows, x1 for potions), price (10g, 15g, 15g, 8g, 12g, 12g, plus Great Sword 25g and Spear 20g in the current build) and a Buy button.
SH-3 With less gold than an item costs, look at its row. That item's Buy button is disabled; affordable items stay enabled.
SH-4 Click Buy on an affordable item. The status line reads Purchased <item>., the Gold: label drops by the price, the item appears in the hotbar/backpack, and buttons you can no longer afford become disabled.
SH-5 Fill the inventory with different items, then check an item you don't already own. Its Buy button is disabled (no room). An item you already own can still be bought as long as there is a stack to add to.
SH-6 With the shop open, press movement/attack keys. Gameplay input is ignored while the shop is open.
SH-7 Press F again, or click Close. The shop closes, the game resumes, and the player is not stuck moving or firing (no held key carried over).
SH-8 Press F away from any shopkeeper. The shop does not open.

8. Game Icon

ID Steps Expected Result Evidence
GI-1 Launch the game on Windows or Linux and look at the title bar and taskbar. The window title is Odysseus and the custom game icon is shown (not the default libGDX icon).
GI-2 Alt-tab (Windows) or use the window switcher. The custom icon is crisp at this size too (the 32px/64px/256px variants are chosen by the OS).
GI-3 Launch the game on macOS and look at the Dock. The Dock shows the custom game icon once the game has started. GLFW ignores window icons on macOS, so the title bar will not show one.

Additional screenshots

Reference screenshots of the current build for areas without an Evidence column.

Area Screenshot
HUD — Health Bar (full health)
HUD — Inventory Bar with 5 standard arrows selected
Backpack with Item Details panel

Full-size screenshots

Larger versions of the screenshots above, for checking detail. Click a thumbnail in a table to jump to its full-size version here.

HUD gold counter

Used for: GC-1

HUD health bar

Used for: Health Bar

HUD inventory bar

Used for: Inventory Bar

Backpack with item details

Used for: Backpack

Arrow wheel

Used for: AW-1

Item dictionary grid

Used for: ID-1 to ID-3

Item dictionary details page

Used for: ID-4

Shop overlay

Used for: SH-1, SH-2

Game icon in the macOS Dock

Used for: GI-3

Clone this wiki locally