def end_test(self, name, attrs): my_variables = BuiltIn().get_variables() current_output_dir = os.path.abspath(my_variables['${OUTPUTDIR}']) fullname = my_variables['${SUITE_NAME}'] + '.' + my_variables['${TEST_NAME}'] + '-MOBILE' fullname = re.sub(r'\s+', '_', fullname) test_output_dir = os.path.join(current_output_dir, 'gif', fullname) gif_name = fullname + '.gif' gif_path = os.path.join(current_output_dir, gif_name) myPicList = self.GetDirImageList(os.path.abspath(my_variables['${OUTPUTDIR}']), False) # human sort png list eg: [1,11,2] -- > [1,2,11] myPicList = self.sort_nicely(myPicList) if myPicList: self.GetGifAnimationFromImages(gif_path, myPicList, 2) if os.path.isdir(test_output_dir): shutil.rmtree(test_output_dir) os.makedirs(test_output_dir) for item in os.listdir(current_output_dir): # if re.search(r'mobile-gif.*png|.*gif',item): if re.search(r'(^mobile-gif-.*png)|(.*MOBILE\.gif$)', item): shutil.move(os.path.join(current_output_dir, item), os.path.join(test_output_dir, item)) event.dispatch('scope_end', attrs['longname'])
def end_test(self, name, attrs): my_variables = BuiltIn().get_variables() current_output_dir = os.path.abspath(my_variables['${OUTPUTDIR}']) fullname = my_variables['${SUITE_NAME}'] + '.' + my_variables[ '${TEST_NAME}'] + '-MOBILE' fullname = re.sub(r'\s+', '_', fullname) test_output_dir = os.path.join(current_output_dir, 'gif', fullname) gif_name = fullname + '.gif' gif_path = os.path.join(current_output_dir, gif_name) myPicList = self.GetDirImageList( os.path.abspath(my_variables['${OUTPUTDIR}']), False) # human sort png list eg: [1,11,2] -- > [1,2,11] myPicList = self.sort_nicely(myPicList) if myPicList: self.GetGifAnimationFromImages(gif_path, myPicList, 2) if os.path.isdir(test_output_dir): shutil.rmtree(test_output_dir) os.makedirs(test_output_dir) for item in os.listdir(current_output_dir): # if re.search(r'mobile-gif.*png|.*gif',item): if re.search(r'(^mobile-gif-.*png)|(.*MOBILE\.gif$)', item): shutil.move(os.path.join(current_output_dir, item), os.path.join(test_output_dir, item)) event.dispatch('scope_end', attrs['longname'])
def attack(self): wielder = self.get_wielder() e = entity.get_entity_type("Projectile")() e.controlled_by = wielder.controlled_by e.position = wielder.position.copy() e.duration = self.proj_life e.rotation = wielder.rotation e.move_dir = euclid.Vector2(*util.rot_to_vec(e.rotation)) game.spawn(e) if game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
def attack(self): real_wielder = self.get_wielder() # The real entity (not the eid) e = entity.get_entity_type("MeleeWeaponEntity")() e.attached_to = self.wielder e.wielder = self.wielder e.controlled_by = real_wielder.controlled_by e.position = real_wielder.position.copy() e.duration = self.duration e.duration_left = e.duration e.offset = self.offset e.arc = self.arc e.rotation_off = -self.arc/2 game.spawn(e) if game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
def attack(self): real_wielder = self.get_wielder() e = entity.get_entity_type("Projectile")() e.damage = 20 e.friendly = real_wielder.friendly e.controlled_by = real_wielder.controlled_by e.position = real_wielder.position.copy() e.duration = self.proj_life e.rotation = real_wielder.rotation e.move_dir = util.rot_to_vec(e.rotation) game.Game.spawn(e) #e.body.linearVelocity = util.rot_to_vec(e.rotation) * self.proj_speed # TODO: This should be set in the projectille itself (currently cant because of physics body being created after the instance) if game.Game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
def attack(self): real_wielder = self.get_wielder() # The real entity (not the eid) e = entity.get_entity_type("MeleeWeaponEntity")() e.damage = self.damage e.friendly = real_wielder.friendly e.attached_to = self.wielder e.wielder = self.wielder e.controlled_by = real_wielder.controlled_by e.position = real_wielder.position.copy() e.duration = self.p_duration e.duration_left = e.duration e.offset = self.offset e.arc = self.arc e.size = self.size e.rotation_off = -self.arc / 2 e.swing_speed = self.p_swing_speed e.width = self.p_width e.length = self.p_length game.Game.spawn(e) if game.Game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
events.register_callback(xproto.MappingNotifyEvent, root.cb_MappingNotifyEvent, state.root) events.register_callback(xproto.MapRequestEvent, client.cb_MapRequestEvent, state.root) events.register_callback(xproto.FocusInEvent, client.cb_FocusInEvent, state.root) events.register_callback(xproto.FocusOutEvent, client.cb_FocusOutEvent, state.root) events.register_callback(xproto.ConfigureRequestEvent, window.cb_ConfigureRequestEvent, state.root) events.register_callback(xproto.MotionNotifyEvent, grab.drag_do, state.pyndow, None, None, None) events.register_callback(xproto.ButtonReleaseEvent, grab.drag_end, state.pyndow, None, None, None) state.root_focus() while True: event.read(state.conn, block=True) for e in event.queue(): events.dispatch(e) events.run_latent() state.conn.flush() if state.die: break misc.spawn('killall Xephyr')
def start_suite(self, name, attrs): event.dispatch( 'scope_start', attrs['longname'] )
def end_test(self, name, attrs): event.dispatch( 'scope_end', attrs['longname'] )