Ejemplo n.º 1
0
 def test_path(self):
     a = actuators.PathActuator([constants.UP])
     a.pause()
     self.assertIsNone(a.next_move())
     a.start()
     self.assertEqual(a.next_move(), constants.UP)
     a.set_path([constants.DOWN])
     self.assertEqual(a.next_move(), constants.DOWN)
Ejemplo n.º 2
0
 def test_path(self):
     a = actuators.PathActuator([constants.UP])
     a.pause()
     self.assertEqual(a.next_move(), constants.NO_DIR)
     a.start()
     self.assertEqual(a.next_move(), constants.UP)
     a.set_path([constants.DOWN])
     self.assertEqual(a.next_move(), constants.DOWN)
     data = a.serialize()
     self.assertIsNotNone(data)
     self.assertEqual(data["path"], [constants.DOWN])
     al = actuators.PathActuator.load(data)
     self.assertEqual(al.path, [constants.DOWN])
     self.assertEqual(a.state, al.state)
Ejemplo n.º 3
0
    def test_tools_function(self):
        b = engine.Board()
        g = engine.Game()
        g.player = constants.NO_PLAYER
        self.assertIsNone(g.add_board(1, b))
        self.assertIsNone(g.change_level(1))
        self.assertIsNone(
            g.add_npc(1, board_items.NPC(value=10, inventory_space=1), 1, 1))
        tmp_npc = g.get_board(1).item(1, 1)
        tmp_npc.actuator = actuators.PathFinder(game=g,
                                                actuated_object=tmp_npc)
        tmp_npc.actuator.set_destination(2, 5)
        tmp_npc.actuator.find_path()
        self.assertIsNone(
            b.place_item(board_items.Door(value=10, inventory_space=1), 1, 2))
        self.assertIsNone(
            b.place_item(board_items.Wall(value=10, inventory_space=1), 1, 3))
        self.assertIsNone(
            b.place_item(
                board_items.GenericStructure(value=10, inventory_space=1), 1,
                4))
        self.assertIsNone(
            b.place_item(
                board_items.GenericActionableStructure(value=10,
                                                       inventory_space=1),
                1,
                5,
            ))
        self.assertIsNone(
            b.place_item(
                board_items.Door(value=10,
                                 inventory_space=1,
                                 sprixel=core.Sprixel("#")),
                2,
                2,
            ))
        self.assertIsNone(
            b.place_item(board_items.Treasure(value=10, inventory_space=1), 1,
                         6))
        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors("2")

        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors(2, "crash")

        g.object_library.append(board_items.NPC())
        self.assertIsNone(
            g.save_board(1, "test-pygamelib.engine.Game.lvl1.json"))
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board("1", "test-pygamelib.engine.Game.lvl1.json")
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board(1, 1)
        with self.assertRaises(base.PglInvalidLevelException):
            g.save_board(11, "test-pygamelib.engine.Game.lvl1.json")
        self.assertIsInstance(
            g.load_board("test-pygamelib.engine.Game.lvl1.json", 1),
            engine.Board)
        self.assertEqual(g._string_to_constant("UP"), constants.UP)
        self.assertEqual(g._string_to_constant("DOWN"), constants.DOWN)
        self.assertEqual(g._string_to_constant("LEFT"), constants.LEFT)
        self.assertEqual(g._string_to_constant("RIGHT"), constants.RIGHT)
        self.assertEqual(g._string_to_constant("DRUP"), constants.DRUP)
        self.assertEqual(g._string_to_constant("DRDOWN"), constants.DRDOWN)
        self.assertEqual(g._string_to_constant("DLUP"), constants.DLUP)
        self.assertEqual(g._string_to_constant("DLDOWN"), constants.DLDOWN)

        with self.assertRaises(base.PglInvalidTypeException):
            g.delete_level()
        with self.assertRaises(base.PglInvalidLevelException):
            g.delete_level(42)
        g.delete_level(1)
        g.delete_all_levels()
        self.assertIsNone(g.current_board())
        bi = board_items.Door(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.Door)
        bi = board_items.Treasure(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.Treasure)
        bi = board_items.GenericActionableStructure(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.GenericActionableStructure)
        bi = board_items.NPC(
            value=10,
            inventory_space=10,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        bi.actuator = actuators.PathActuator(path=[constants.UP])
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.NPC)
        bi.actuator = actuators.PatrolActuator(path=[constants.UP])
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj.actuator, actuators.PatrolActuator)
Ejemplo n.º 4
0
p = board_items.Player(model=sprite_player["right"], name="Nazbrok")
npc1 = board_items.NPC(model=sprite_npc, name="Bad guy 1", step=1)
# Test of the PathActuator
npc1.actuator = actuators.PathActuator(path=[
    cst.UP,
    cst.UP,
    cst.UP,
    cst.UP,
    cst.UP,
    cst.UP,
    cst.UP,
    cst.UP,
    cst.RIGHT,
    cst.RIGHT,
    cst.RIGHT,
    cst.RIGHT,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.LEFT,
    cst.LEFT,
    cst.LEFT,
    cst.LEFT,
])

game.add_board(1, lvl1)
game.add_board(2, lvl2)