def test_smash(self): Mario = scene.Mario_map(HEIGHT,WIDTH) Mario.initialize() enemy = small_enemy.enemy_1(HEIGHT-4,WIDTH-12) config.ENEMY_COUNT.append(enemy) enemy.draw(Mario.map_mario) Player = mario_player.Mario(HEIGHT-5,WIDTH-12) Player.draw(Mario.map_mario) assert Mario.map_mario[HEIGHT-4][WIDTH-12] == "e" Mario.smash_enemy(Player.get_y(),Player.get_x()) assert Mario.map_mario[HEIGHT-4][WIDTH-12] == "."
def test_detect(self): Mario = scene.Mario_map(HEIGHT,WIDTH) Mario.initialize() enemy = small_enemy.enemy_1(HEIGHT-4,WIDTH-12) config.ENEMY_COUNT.append(enemy) enemy.draw(Mario.map_mario) assert enemy.follow_coefficient == -1 Mario.map_mario[HEIGHT-4][WIDTH-11] = "#" assert Mario.map_mario[HEIGHT-4][WIDTH-11] == "#" enemy.detect_collision(Mario.map_mario) assert enemy.follow_coefficient == 1
def test_follow(self): enemy = small_enemy.enemy_1(HEIGHT-4,WIDTH-12) Mario = scene.Mario_map(HEIGHT,WIDTH) Mario.initialize() enemy.draw(Mario.map_mario) Player = mario_player.Mario(HEIGHT-4,WIDTH-13) Player.draw(Mario.map_mario) assert enemy.follow(Player.get_y(),enemy.y_original) == -1 Player2 = mario_player.Mario(HEIGHT-4,WIDTH-11) Player2.draw(Mario.map_mario) assert enemy.follow(Player2.get_y(),enemy.y_original) == 1
def init_game(height, width, level): config.mario = scene.Mario_map(height, width) config.mario.initialize() config.enemy = [] config.coin = coins.Coins() config.cake = cake.Cakes() config.pistol = pistol.Pistol() config.flagger = flag_1.Flag(config.mario.map_mario) if level == 1: counter = 3 elif level == 2: counter = 4 #initialize enemies for i in range(0, counter - 2): for i in config.mario.boundary: enemy_original_y = i + randint(int(width / 2), width - 15) enemy_original_x = height - 4 config.enemy.append( small_enemy.enemy_1(enemy_original_x, enemy_original_y)) stable_set = ["#", "&"] #initialize clouds for i in config.mario.boundary: n = randint(counter, counter + 2) for count in range(0, n): cloud = clouds.Clouds(config.mario.map_mario) cloud_x, cloud_y = randint(30, 140) + i, randint(3, 5) cloud.update(n, cloud_y, cloud_x) config.clouds.append(cloud) #initialize pillars for i in config.mario.boundary: for count in range(0, counter): pole = poles.Poles(config.mario.map_mario) pole_x, pole_y = randint(int(width / 2), width - 15) + i, height - 4 pole.draw(pole_x, pole_y) config.poles.append(pole) #initialize stairs for count in range(0, 3): config.ending = ending.End(config.mario.map_mario) stair_x, stair_y = width * 6 + 20 + count * 21, height - 10 config.ending.draw_left(stair_x, stair_y, height, width) stair_x, stair_y = width * 6 + 31 + count * 21, height - 10 config.ending.draw_right(stair_x, stair_y, height, width) config.stair_coordinates.append([stair_x, stair_y]) #initialize coins for j in range(0, 4): for i in range(0, 6): k = randint(height - 14, height - 8) a = randint(int(width / 12), width - 24) b = a + 12 config.coin.set_position(k, a, randint(0, 13), config.mario.boundary[i]) config.coin.set_position(k, a, randint(0, 13), config.mario.boundary[i]) config.mario.make_wall(k, a, b, config.char, i) config.mario.make_wall(k - 1, a, b, config.char, i) if i % 3 == 0: cake_y, cake_x = k, a + randint(1, 11) + config.mario.boundary[i] config.cake.set_position(cake_y, cake_x) if i % 3 == 1: pistol_y, pistol_x = k, a + randint( 1, 11) + config.mario.boundary[i] config.pistol.set_position(pistol_y, pistol_x) #initialize variables config.x_flag = width * 6 + int(width / 2) + 30 config.y_flag = height - 14 config.flagger.draw_2(config.y_flag, config.x_flag) config.distance = 0 config.score = 0 config.index = 0 config.counter = 0 config.counter_back = 0 config.start_x = 0 os.system('clear') print("score- " + str(config.score) + " " + "distance- " + str(config.distance)) config.player = mario_player.Mario(int(height - 4), 0) config.player.draw(config.mario.map_mario) for items in config.enemy: items.draw(config.mario.map_mario) config.enemy_count.append(1) config.mario.print_map(int(width), int(height), config.start_x) config.final_height = height - 4 config.limit = 0 config.flag = 1 config.follow_coefficient = -1 config.game_over = False config.big_mario = False os.system('aplay -qN ./sound/theme.wav &')
def init_game(height, width, level): """gaurav""" config.mario = scene.Mario_map(height, width) config.mario.initialize() config.ENEMY = [] config.coin = coins.Coins() config.cake = cake.Cakes() config.pistol = pistol.Pistol() config.flagger = flag_1.Flag(config.mario.map_mario) if level == 1: counter = 3 elif level == 2: counter = 4 # initialize enemies for j in range(0, counter - 2): for i in config.mario.boundary: enemy_original_y = i + randint(int(width / 2), width - 15) enemy_original_x = height - 4 config.ENEMY.append( small_enemy.enemy_1(enemy_original_x, enemy_original_y)) for i in config.mario.boundary: number = randint(counter, counter + 2) for count in range(0, number): cloud = clouds.Clouds(config.mario.map_mario) cloud_x, cloud_y = randint(30, 140) + i, randint(3, 5) cloud.update(number, cloud_y, cloud_x) config.CLOUDS.append(cloud) # initialize pillars for i in config.mario.boundary: for count in range(0, counter): pole = poles.Poles(config.mario.map_mario) pole_x, pole_y = randint(int(width / 2), width - 15) + i, height - 4 pole.draw(pole_x, pole_y) config.POLES.append(pole) # initialize stairs for count in range(0, 3): config.ending = ending.End(config.mario.map_mario) stair_x, stair_y = width * 6 + 20 + count * 21, height - 10 config.ending.draw_left(stair_x, stair_y, height, width) stair_x, stair_y = width * 6 + 31 + count * 21, height - 10 config.ending.draw_right(stair_x, stair_y, height, width) config.STAIR_COORDINATES.append([stair_x, stair_y]) # initialize coins for j in range(0, 4): for i in range(0, 6): j = j temp = randint(height - 14, height - 8) air = randint(int(width / 12), width - 24) boom = air + 12 config.coin.set_position(temp, air, randint(0, 13), config.mario.boundary[i]) config.coin.set_position(temp, air, randint(0, 13), config.mario.boundary[i]) config.mario.make_wall(temp, air, boom, config.CHAR, i) config.mario.make_wall(temp - 1, air, boom, config.CHAR, i) if i % 3 == 0: cake_y, cake_x = temp, air + \ randint(1, 11)+config.mario.boundary[i] config.cake.set_position(cake_y, cake_x) if i % 3 == 1: pistol_y, pistol_x = temp, air + \ randint(1, 11)+config.mario.boundary[i] config.pistol.set_position(pistol_y, pistol_x) # initialize variables config.X_FLAG = width * 6 + int(width / 2) + 30 config.Y_FLAG = height - 14 config.flagger.draw_2(config.Y_FLAG, config.X_FLAG) config.DISTANCE = 0 config.SCORE = 0 config.INDEX = 0 config.COUNTER = 0 config.COUNTER_BACK = 0 config.START_X = 0 os.system('clear') print("score- " + str(config.SCORE) + " " + "distance- " + str(config.DISTANCE)) config.player = mario_player.Mario(int(height - 4), 0) config.player.draw(config.mario.map_mario) for items in config.ENEMY: items.draw(config.mario.map_mario) config.ENEMY_COUNT.append(1) config.mario.print_map(int(width), int(height), config.START_X) config.FINAL_HEIGHT = height - 4 config.LIMIT = 0 config.FLAG = 1 config.follow_coefficient = -1 config.GAME_OVER = False config.BIG_MARIO = False os.system('aplay -qN ./sound/theme.wav &')