def test_move_withSpriteOnTop_movesAdjacent(self):
     world = make_empty_sprite_groups()
     block = TinyBlock(1, 1, world.solid)
     tile = TinyBlock(1, 1)
     result = move_to_nearest_empty_space(tile, world, 3)
     self.assertFalse(result.rect.colliderect(block.rect))
     self.assertTrue(-1 < result.rect.centerx < 3)
     self.assertTrue(-1 < result.rect.centery < 3)
 def test_move_withSpriteNextToFreeSpaceBigBlocks_movesIntoSpace(self):
     """
       ####
       # ##
       ####
     """
     world = make_empty_sprite_groups()
     for x in range(0, 40, 10):
         for y in range(0, 30, 10):
             if (x, y) != (10, 10):
                 BigBlock(x, y, world.solid)
     tile = BigBlock(20, 10)
     result = move_to_nearest_empty_space(tile, world, 30)
     self.assertEqual((10, 10), result.rect.center)
 def test_move_withSpriteNextToFreeSpace_movesIntoSpace(self):
     """
       ####
       # ##
       ####
     """
     world = make_empty_sprite_groups()
     for x in range(4):
         for y in range(3):
             if (x, y) != (1, 1):
                 TinyBlock(x, y, world.solid)
     tile = TinyBlock(2, 1)
     result = move_to_nearest_empty_space(tile, world, 3)
     self.assertEqual((1, 1), result.rect.center)
Example #4
0
def make_monster(monster_type: MonsterType,
                 x,
                 y,
                 world: SpriteGroups,
                 sleeping=False):
    if type(monster_type) is str:
        monster_type = MonsterType[monster_type]
    monster = Character(monster_type)
    monster_sprite = Monster(x, y, monster, world)
    if move_to_nearest_empty_space(monster_sprite, world, 500):
        monster.sleeping = sleeping
        world.all.add(monster_sprite)
        world.solid.add(monster_sprite)
        world.monster.add(monster_sprite)
        return monster_sprite
    return None
Example #5
0
def play():
    pygame.mixer.pre_init(frequency=44100)
    pygame.init()
    pygame.mixer.init(frequency=44100)
    screen = pygame.display.set_mode(
        (SCREEN_WIDTH, SCREEN_HEIGHT))  #, pygame.FULLSCREEN)
    background = screen.copy()
    intro.play(screen)

    clock = pygame.time.Clock()

    tile_manager = tiles.TileManager()
    tile_manager.import_tiles("terrain.png", 8, 16)

    game_map = tiles.TileMap(tile_manager.tiles[7])
    world = interfaces.SpriteGroups()
    floorplan.create_objects(0, world, game_map)

    game_map.render(background, 0, 0, SCREEN_WIDTH // game_map.tile_width,
                    SCREEN_HEIGHT // game_map.tile_height)
    screen.blit(background, (0, 0))

    player_character = Character(PlayerCharacterType.TOBY)

    player = Player(500, 500, player_character, world)
    move_to_nearest_empty_space(player, world, 100)

    world.all.add(player)
    world.solid.add(player)

    make_monster(MonsterType.ZOMBIE_GENERATOR, 200,
                 randint(0, screen.get_height()), world)
    make_monster(MonsterType.ZOMBIE_GENERATOR, 800,
                 randint(0, screen.get_height()), world)

    heart_sheet = SpriteSheet(pygame.image.load(image_file("heart.png")), 1, 1)
    health_bar = ScoreBar(30, 30, heart_sheet, 100, 10, scale=0.1)
    world.hud.add(health_bar)
    player.add_observer(health_bar, "vitality")

    while True:
        world.all.clear(screen, background)
        world.hud.clear(screen, background)
        world.all.update()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                return
            if event.type == pygame.KEYDOWN and event.key == pygame.K_F12:
                debug_filmstrips(screen, world.all)
                screen.blit(background, (0, 0))
        kb = pygame.key.get_pressed()
        player.handle_keyboard(kb)
        if kb[pygame.K_RETURN]:
            player.shoot()

        player.move(world.solid)
        for monster in world.monster:
            monster.notify(player)
            monster.move(world.solid)
            monster.do_actions(world)
        for missile in world.missile:
            missile.move(world.solid)
            if out_of_bounds(missile):
                missile.kill()
        missile_hits = pygame.sprite.groupcollide(world.solid, world.missile,
                                                  False, False)
        for hit, missiles in missile_hits.items():
            for m in missiles:
                m.on_impact(hit, world)

        pick_ups = pygame.sprite.spritecollide(
            player,
            world.items,
            dokill=True,
            collided=pygame.sprite.collide_mask)
        for item in pick_ups:
            item.on_pick_up(player)

        world.all.draw(screen)
        world.hud.draw(screen)
        pygame.display.flip()
        clock.tick(20)
 def test_move_withSpriteAlreadyInSpace_doesNotMove(self):
     world = make_empty_sprite_groups()
     tile = TinyBlock(1, 1)
     result = move_to_nearest_empty_space(tile, world, 3)
     self.assertEqual((1, 1), result.rect.center)