Example #1
0
 def test_sortable(self):
     """Shadows can be sorted by their starting points."""
     first = Shadow(0, 0.1)
     second = Shadow(0.1, 0.2)
     third = Shadow(0.2, 0.3)
     expected = [first, second, third]
     actual = sorted([third, first, second])
     self.assertListEqual(expected, actual)
Example #2
0
    def test_can_tell_if_it_covers_a_tile(self):
        """The ShadowLine can tell if it covers a given tile."""
        line = ShadowLine([Shadow(0, 0.2), Shadow(0.5, 1.0)])

        projected_into_darkness = Shadow(0, 0.1)
        projected_into_light = Shadow(0.3, 0.4)

        self.assertTrue(line.is_in_shadow(projected_into_darkness))
        self.assertFalse(line.is_in_shadow(projected_into_light))
Example #3
0
 def test_shadows_can_overlap(self):
     """A Shadow X overlaps with Shadow Y if:
     - X ends after Y starts AND Y starts before X ends
     """
     first = Shadow(0, 0.4)
     second = Shadow(0.4, 0.8)
     third = Shadow(0.81, 0.95)
     self.assertTrue(first.adjacent(second))
     self.assertTrue(second.adjacent(first))
     self.assertFalse(second.adjacent(third))
Example #4
0
    def test_initializes_with_shadows(self):
        "Init takes an iterable of Shadows."
        shadows = [Shadow(0, 1), Shadow(3, 5)]
        actual = ShadowLine(shadows)

        expected = ShadowLine()
        for shadow in shadows:
            expected.add(shadow)

        self.assertEqual(expected, actual)
Example #5
0
 def test_shadows_can_cover_other_shadows(self):
     """ A Shadow X covers another Shadow Y if:
     - X starts before or at the same place as Y
     - X ends after or at the same place as Y
     """
     bigger = Shadow(0, 0.7)
     smaller = Shadow(0.2, 0.6)
     also_small = Shadow(0.2, 0.3)
     self.assertTrue(bigger.covers(smaller))
     self.assertFalse(smaller.covers(bigger))
     self.assertTrue(smaller.covers(also_small))
Example #6
0
    def test_coalesces_two_overlapping_shadows(self):
        """Two Shadows that overlap are coalesced
        into a single Shadow.
        [0, 0.1]
        +  [0.1, 0.2] =
        [0,      0.2]
        """
        actual = ShadowLine([Shadow(0, 0.1)])
        actual.add(Shadow(0.1, 0.2))

        expected = ShadowLine([Shadow(0, 0.2)])
        self.assertEqual(expected, actual)
Example #7
0
    def test_can_tell_if_entire_row_is_shadow(self):
        """Can tell if the entire row is visible"""
        line = ShadowLine()
        # First quarter covered:
        line.add(Shadow(0, 0.25))
        self.assertFalse(line.is_full_shadow())
        # Add last quarter, half covered:
        line.add(Shadow(0.75, 1))
        self.assertFalse(line.is_full_shadow())

        # Add the missing two middle quarters, fully covered:
        line.add(Shadow(0.25, 0.75))
        self.assertTrue(line.is_full_shadow())
Example #8
0
    def test_only_coalesces_adjacent_shadows(self):
        """
        [0, 0.1]
        +                   [0.4, 0.5]  =
        [0, 0.1],           [0.4, 0.5]

        +         [0.2,      0.4]      =
        [0, 0.1], [0.2            0.5]
        """
        actual = ShadowLine([Shadow(0, 0.1)])
        actual.add(Shadow(0.4, 0.5))
        actual.add(Shadow(0.2, 0.4))

        expected = ShadowLine([Shadow(0.0, 0.1), Shadow(0.2, 0.5)])
        self.assertEqual(expected, actual)
Example #9
0
    def test_coalesces_multiple_overlapping_shadows(self):
        """Adding a Shadow that creates overlap between
        previously non-contiguous shadows should coalesce
        all three into one big Shadow.
        [0, 0.1]
        +         [0.3, 0.4] =
        [0, 0.1], [0.3, 0.4]

        +  [0.1,   0.3]      =
        [0,             0.4]
        """
        actual = ShadowLine([Shadow(0, 0.1)])
        actual.add(Shadow(0.3, 0.4))
        actual.add(Shadow(0.1, 0.3))

        expected = ShadowLine([Shadow(0, 0.4)])
        self.assertEqual(expected, actual)
Example #10
0
    def prep_shadows_left(self):
        """Show how many Shadows are left."""
        self.shadows = Group()

        for shadow_number in range(self.stats.shadow_lives_left):
            shadow = Shadow(self.ti_game)
            shadow.rect.x = 10 + shadow_number * shadow.rect.width
            shadow.rect.y = 10
            self.shadows.add(shadow)
Example #11
0
    def test_handles_many_shadows(self):
        # Try permuting the order to ensure that it does not matter
        shadows = [
            Shadow(0, 0.1),
            Shadow(0.05, 0.08),
            Shadow(0.125, 0.175),
            Shadow(0.2, 0.325),
            Shadow(0.5, 0.55),
            Shadow(0.275, 0.450),
            Shadow(0.6, 0.8),
            Shadow(0.3, 0.99)
        ]
        line = ShadowLine()
        for shadow in shadows:
            line.add(shadow)

        self.assertFalse(line.is_full_shadow())
Example #12
0
def main():
    my_hero = Hero()
    goblin = Goblin()
    zombie = Zombie()
    medic = Medic()
    shadow = Shadow()

    while (goblin.alive() or zombie.alive()) and my_hero.alive():
        my_hero.print_status()
        print()
        print("What do you want to do?")
        print("1. fight goblin")
        print("2. fight zombie")
        print("3. fight medic")
        print("4. fight shadow")
        print("5. do nothing")
        print("6. flee")
        print("> ",)
        user_input = input()
        if user_input == "1":
            goblin.print_status()
            # my_hero attacks goblin
            my_hero.attack(goblin)
            if goblin.health > 0:
            # Goblin attacks my_hero
                goblin.attack(my_hero)
        elif user_input == "2":
            zombie.print_status()
            my_hero.attack(zombie)
            zombie.attack(my_hero)
            zombie.alive()   
        elif user_input == "3":
            medic.print_status()
            my_hero.attack(medic)
            medic.attack(my_hero)
            medic.alive()
        elif user_input == "4":
            shadow.print_status()
            shadow.attack(my_hero)
            my_hero.attack(shadow)
            shadow.alive()
        elif user_input == "5":
            pass
        elif user_input == "6":
            print("Goodbye.")
            break
        else:
            print("Invalid input %r" % user_input)
Example #13
0
    def __init__(self):
        super(Gameplay, self).__init__()
        w, h = SCREEN_RECT.size
        self.all_sprites = pg.sprite.LayeredUpdates()
        self.background = make_background((w, h))
        self.fog = pg.Surface((w, h), pg.SRCALPHA)
        self.fog.fill((0, 0, 0, 255))
        self.player = Player(SCREEN_RECT.center, self.all_sprites)
        self.wolves = pg.sprite.Group()
        for _ in range(10):
            pos = randint(32, w - 32), randint(32, h - 32)
            Wolf(pos, self.wolves, self.all_sprites)
        self.trees = pg.sprite.Group()
        for _ in range(25):
            pos = randint(0, w), randint(0, h)
            Tree(pos, self.trees, self.all_sprites)

        self.tree_shadows = []
        for tree in self.trees:
            self.tree_shadows.append(Shadow(tree.footprint))
Example #14
0
 def setUp(self):
     self.tmp_dir = tempfile.mkdtemp()
     self.kernel_dir = os.path.join(self.tmp_dir, 'boot')
     self.rootfs_dir = os.path.join(self.tmp_dir, 'rootfs')
     self.snap_dir = os.path.join(self.tmp_dir, 'shadow')
     self.shadow = Shadow(rootfs_dir=self.rootfs_dir,
                          kernel_dir=self.kernel_dir,
                          snapshot_dir=self.snap_dir)
     self.timestamp = self.shadow._get_timestamp()
     os.makedirs(self.kernel_dir)
     os.makedirs(self.rootfs_dir)
     if not os.path.exists(self.snap_dir):
         os.makedirs(self.snap_dir)
     # preload some test "kernels" and "ramdisks"
     for x in [
             'kernel26.img', 'vmlinuz26', 'initrd.img-2.6.38',
             'vmlinuz.2.6.38'
     ]:
         f = open(os.path.join(self.kernel_dir, x), 'w')
         f.write(x)
         f.close()
     for x in range(10):
         r_dir = ''.join(Random().sample(string.letters, 8))
         os.makedirs(os.path.join(self.rootfs_dir, r_dir))
Example #15
0
 def test_repr_is_evalable(self):
     """The __repr__ of an instance should return a string
     that could be evaluated to reconstruct the instance.
     """
     line = ShadowLine([Shadow(0, 1)])
     self.assertEqual(line, eval(repr(line)))
Example #16
0
 def summon_shadow(self, position, direction, maze):
     if self.power_points > 0:
         shadow = Shadow(position, self.number, direction, 'shadow')
         maze.CREATURES.append(shadow)
         self.power_points -= 1
Example #17
0
 def test_shadows_do_not_always_overlap(self):
     """ Distinct Shadows should not overlap."""
     first = Shadow(0, 0.1)
     second = Shadow(0.3, 0.4)
     self.assertFalse(first.adjacent(second))
Example #18
0
 def test_valid_constructor(self):
     """Shadow initializes with given values."""
     start, end = 0, 1
     shadow = Shadow(start, end)
     self.assertEqual(shadow.start, start)
     self.assertEqual(shadow.end, end)
Example #19
0
 def test_repr_is_evalable(self):
     """The __repr__ of an instance should return a string
     that could be evaluated to reconstruct the instance.
     """
     shadow = Shadow(0, 0.25)
     self.assertEqual(shadow, eval(repr(shadow)))
Example #20
0
import random

from hero import Hero
from goblin import Goblin
from zombie import Zombie
from medic import Medic
from shadow import Shadow

from ascii_art import character_list_art, options_list_art, goodbye, welcome

hero = Hero(10, 5)
goblin = Goblin(6, 2)
zombie = Zombie(10, 1)
medic = Medic(8, 2)
shadow = Shadow(1, 4)

characters = [hero, goblin, zombie, medic, shadow]
store_items = []


def get_enemies(user_fighter_choice):
    enemies = []
    for character in characters:
        if character.type != user_fighter_choice.type:
            enemies.append(character)
    return enemies


def pause():
    input("Press any key to continue...")
Example #21
0
 def test_equality(self):
     """Two Shadows with the same starting
     and ending points are considered equal."""
     first = Shadow(0, 1)
     second = Shadow(0, 1)
     self.assertEqual(first, second)
Example #22
0
            print("What do you want to do?")
            for i in range(len(Store.items)):
                item = Store.items[i]
                print("{}. buy {} ({})".format(i + 1, item.name, item.cost))
            print("10. leave")
            input1 = int(input("> "))
            if input1 == 10:
                break
            else:
                if hero.coins >= item.cost:
                    ItemToBuy = Store.items[input1 - 1]
                    item = ItemToBuy()
                    hero.buy(item)
                else:
                    print("You don't have enough coins for that.")


if __name__ == "__main__":
    hero = Hero()
    enemies = [Goblin(), Wizard(), Shadow()]
    battle_engine = Battle()

    shopping_engine = Store()

    for enemy in enemies:
        hero_won = battle_engine.do_battle(hero, enemy)
        if not hero_won:
            print("YOU LOSE!")
            exit(0)
        shopping_engine.do_shopping(hero)
    print("YOU WIN!")
Example #23
0
def load(map_name, game, new_pos=0, face=0):
    """
    Load a map from a map folder. Returns a list of surfaces that are on the map.
    Parses the custom map format.
    Kinda messy.
    """
    game.EntityHandler.clear()
    surfaces = []
    shadow_check = 0
    game.links = []
    game.solid_list = []
    inside = 0
    l = os.path.abspath(__file__).replace('\\', '/').split('/')
    l.pop()
    main_direc = os.path.join(game.main_path, 'rec', 'maps', map_name)

    if new_pos:
        game.Player.setPos(literal_eval(new_pos))
    if face:
        game.Player.setFace(face)

    # get dict from positions.txt
    pos_dict = {}
    positions = open(os.path.join(main_direc, 'positions.txt'), 'r').read()
    for line in positions.split('\n'):
        if not line:
            pass
        elif line.startswith('#'):
            pass
        elif 'LINK' in line:
            line_bits = line.split(':')
            game.links.append(line_bits)
            game.solid_list.append('LINK')
        elif 'SET_PLAYER' in line:
            game.Player.setPos(literal_eval(line.split(':')[1]))
        elif 'SURFACE' in line:
            ln = line.split(':')
            pos_dict[ln[1]] = ln
        elif 'SOLID' in line:
            ln = line.split(':')
            game.solid_list.append(pygame.rect.Rect(literal_eval(ln[1])))
        elif 'BOUNDS' in line:
            ln = line.split(':')
            borders = literal_eval(ln[1])
        elif "INSIDE" in line:
            shadow_check = int(line.split(':')[1])
            game.INSIDE = shadow_check

    # load all buildings
    tile = pygame.image.load(os.path.join(main_direc, 'tile.png')).convert()
    game.tile = [tile, tile.get_size()]
    for time in [1, 2]:
        for index, fi in enumerate(
                os.listdir(os.path.join(main_direc, 'buildings/'))):
            pos_dict[fi][3] = pos_dict[fi][3].replace('\r', '')
            if pos_dict[fi][3] == 'ground%s' % time:
                img = pygame.image.load(
                    os.path.join(main_direc, 'buildings/', fi))
                surfaces.append([
                    img.convert_alpha(),
                    literal_eval(pos_dict[fi][2]), 3,
                    pygame.mask.from_surface(img)
                ])
        if time == 1:
            surfaces.append('player')
    if not shadow_check:
        game.HUD.screen_cover.set_alpha(game.HUD.outside_alpha)
        for surf in surfaces:
            if 'player' in surf:
                pass
            else:
                shad = Shadow(game, surf[0], surf[1])
                game.shadows.append(shad)
    else:
        game.HUD.outside_alpha = game.HUD.screen_cover.get_alpha()
        game.HUD.screen_cover.set_alpha(0)

    game.blit_list = surfaces
    game.Grid = Grid(game, borders)
    return surfaces
Example #24
0
from sayan import Sayan
from shadow import Shadow
from store import Store
from thief import Thief
from wizard import Wizard
from zombie import Zombie
from mimic import Mimic
hero = Hero('Oakley')
enemies = [
    Goblin('Bob'),
    Wizard('Jethro'),
    Medic('Mercy'),
    Thief('Barry'),
    Mimic('Harry'),
    Zombie('Rick'),
    Shadow('Matt'),
    Sayan('Goku')
]
# enemies = [Thief('Barry')] Goblin('Bob'), Wizard('Jethro'), Medic('Mercy'), Thief('Barry'), Zombie('Rick'), Shadow('Matt'), Sayan('Goku'),
battle_engine = Battle()
shopping_engine = Store()

for enemy in enemies:
    hero_won = battle_engine.do_battle(hero, enemy)
    if not hero_won:
        print("YOU LOSE!")
        exit(0)
    shopping_engine.do_shopping(hero, enemy)

print("YOU WIN!")
Example #25
0
 def test_handles_invalid_parameters_gracefully(self):
     """Shadow start should be less than shadow end."""
     start, end = 0.5, 0
     shadow = Shadow(start, end)
     self.assertEqual(shadow.start, end)
     self.assertEqual(shadow.end, start)
Example #26
0
def main():
    # constants
    WIN_X = 640
    WIN_Y = 480
    FONT_SIZE = 16
    S_U = Shadow.U # shadow unit size taken from Shadow class
    BASE_RESET_TICKS = 60 * 3 # 3 seconds to reset after being caught
    
    # pygame setup
    pygame.init()
    screen = pygame.display.set_mode((WIN_X, WIN_Y))
    font = pygame.font.SysFont("Courier", FONT_SIZE, True)
    clock = pygame.time.Clock()

    # player data
    player = Player()

    # Shadow/Guard data for each level. These two lists need to be
    # of the same size, otherwise, there will be some extra data
    # that is unused in either list, and the game may not do level
    # transition properly. The lists for the individual levels' data
    # within the main list can be of any size.

    shadows = [[Shadow(0, 0, 1, 1),
                Shadow(WIN_X - S_U, WIN_Y - S_U, 1, 1),
                Shadow(100, 100, 8, 2),
                Shadow(275, 300, 8, 2)],
               
               [Shadow(0, 0, 1, 1),
                Shadow(100, 100, 1, 8),
                Shadow(200, 100, 8, 2),
                Shadow(500, 100, 2, 10),
                Shadow(WIN_X - S_U, WIN_Y - S_U, 1, 1)],

               [Shadow(0, 0, 1, 1),
                Shadow(WIN_X - S_U, WIN_Y - S_U, 1, 1),
                Shadow(150, 70, 2, 3),
                Shadow(360, 150, 2, 2),
                Shadow(450, 70, 2, 5),
                Shadow(150, 240, 2, 3),
                Shadow(300, 240, 2, 3),
                Shadow(450, 270, 2, 5),
                Shadow(170, 350, 5, 1)],

               [Shadow(0, 0, 1, 1),
                Shadow(WIN_X - S_U, WIN_Y - S_U, 1, 1),
                Shadow(85, 75, 2, 8),
                Shadow(180, 300, 7, 2),
                Shadow(225, 225, 2, 2),
                Shadow(290, 150, 2, 2),
                Shadow(370, 95, 2, 2),
                Shadow(450, 70, 5, 4),
                Shadow(565, 230, 2, 6)]]

    guards = [[Guard(500, 75, 500-250, 75+250),
               Guard(85, 400, 85+250, 400-250)],
              
              [Guard(400, 400, 250, 250),
               Guard(500, 200, 250, 450),
               Guard(100, 50, 100-75, 50+75)],

              [Guard(190, 50, 190+130, 50+130),
               Guard(330, 225, 330-150, 225+150),
               Guard(265, 410, 265+170, 410-170)],

              [Guard(60, 300, 60+100, 300+100),
               Guard(220, 160, 220+110, 160+110),
               Guard(500, 300, 500-220, 300-220),
               Guard(610, 215, 610-160, 215+160)]]

    # ----------------------------------------------------------

    # metagame data
    ticksToReset = BASE_RESET_TICKS
    levelComplete = False
    levelFailed = False
    level = 0
    NUM_LEVELS = len(shadows)
    levelDisplay = "Level: {0}/{1}".format(level + 1, NUM_LEVELS)
    status = "You are undetected."

    bg = pygame.image.load("bg.png").convert()

    while True:
        ## EVENTS ----------------------------------------------
        
        nextEvent = pygame.event.poll()

        # quit game
        if nextEvent.type == pygame.QUIT:
            break

        # accept character movement if level is yet completed
        if not levelComplete and not levelFailed:
            keysDown = pygame.key.get_pressed()
            if keysDown[pygame.K_UP] and player.posY > 0:
                player.move("UP")
            if keysDown[pygame.K_DOWN] and player.posY < WIN_Y:
                player.move("DN")
            if keysDown[pygame.K_LEFT] and player.posX > 0:
                player.move("LT")
            if keysDown[pygame.K_RIGHT] and player.posX < WIN_X:
                player.move("RT")

        ## UPDATE ----------------------------------------------

        # update player data based on new position, shadows, and guards
        player.update(shadows[level], guards[level])

        # update guards
        for guard in guards[level]:
            guard.update()

        # check for necessary changes to metagame flags
        if player.getX() >= WIN_X - 16 and player.getY() >= WIN_Y - 16:
            levelComplete = True
        if player.isCaught():
            levelFailed = True

        # update status text and counter
        if not levelComplete and not levelFailed:
            status = "You are undetected."
        elif levelComplete:
            if level + 1 < NUM_LEVELS:
                status = "Transition in {0}...".format(ticksToReset / 60 + 1)
                ticksToReset -= 1
            else:
                status = "Game complete!"
        elif levelFailed:
            status = "Caught! Restart in {0}...".format(ticksToReset / 60 + 1)
            ticksToReset -= 1

        # reset level if necessary
        if levelFailed and ticksToReset == 0:
            ticksToReset = BASE_RESET_TICKS
            levelFailed = False

            player.reset()
            
            for guard in guards[level]:
                guard.reset()

        # level transition if necessary
        if levelComplete and ticksToReset == 0:
            ticksToReset = BASE_RESET_TICKS
            levelComplete = False
            level += 1
            levelDisplay = "Level: {0}/{1}".format(level + 1, NUM_LEVELS)
            status = "You are undetected."

            player.reset()

        ## RENDER ----------------------------------------------

        # render background
        screen.blit(bg, (0,0))

        # render player
        player.draw(screen)

        # render guards
        for guard in guards[level]:
            guard.draw(screen)

        # render shadows
        for shadow in shadows[level]:
            shadow.draw(screen)

        # render visibility display
        player.drawVisibility(screen)

        # display status text
        line1 = font.render(levelDisplay, True, (0, 0, 0))
        line2 = font.render(status, True, (0, 0, 0))
        screen.blit(line1, (10, WIN_Y - 10 - 2 * FONT_SIZE))
        screen.blit(line2, (10, WIN_Y - 10 - FONT_SIZE))
        
        pygame.display.flip()
        clock.tick(60)

    pygame.quit()
Example #27
0
import os
from persistence import Persistence
from shadow import Shadow
from recomendation import Recomendation
from users import User, Users
from texttable import Texttable
"""
Main interface of the program.
"""

if __name__ == "__main__":

    recomendation = Recomendation()
    shadow = Shadow("./etc/shadow", recomendation)
    users = Users("./etc/passwd")
    db = Persistence()

    print('''

                                    )                                                                
                          (      ( /(               (                                 )              
          )       (  (    )\ )   )\())  (  (  (     )\ )     (         (  (      ) ( /((             
 `  )  ( /( (  (  )\))(  (()/(  ((_)\  ))\ )\))(   (()/(    ))\ (     ))\ )(  ( /( )\())\  (   (     
 /(/(  )(_)))\ )\((_)()\  ((_))  _((_)/((_((_)()\   /(_))_ /((_))\ ) /((_(()\ )(_)(_))((_) )\  )\ )  
((_)_\((_)_((_((__(()((_) _| |  | \| (_)) _(()((_) (_)) __(_)) _(_/((_))  ((_((_)_| |_ (_)((_)_(_/(  
| '_ \/ _` (_-(_-\ V  V / _` |  | .` / -_)\ V  V /   | (_ / -_| ' \)/ -_)| '_/ _` |  _|| / _ | ' \)) 
| .__/\__,_/__/__/\_/\_/\__,_|  |_|\_\___| \_/\_/     \___\___|_||_|\___||_| \__,_|\__||_\___|_||_|  
|_|                                                                                                  
                                                            
    ''')
    print(