Example #1
0
    def test_loadWeapon(self):
        game.isunittest.setIsUnitTest()

        fileTextureLoader.loadFromFiles()
        fileOffenseLoader.loadFromFiles()
        renderableCache.init(viewport=None)
        weaponData = fileOffenseLoader.weaponManager.getWeaponData(
            WeaponType.unittest)

        self.assertTrue(weaponData.actionTextureType is ActionType.unittest)
        self.assertTrue(weaponData.hitDetectionDirection == Direction.left)
        self.assertTrue(weaponData.damage == 10)

        self.assertTrue(weaponData.weaponHitArea[Direction.left].width == 5)
        self.assertTrue(weaponData.weaponHitArea[Direction.left].height == 3)

        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[0].x == 1)
        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[0].y == 0)

        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[1].x == 3)
        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[1].y == 0)

        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[2].x == 0)
        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[2].y == 1)

        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[5].x == 3)
        self.assertTrue(
            weaponData.weaponHitArea[Direction.left].hitCd[5].y == 2)
Example #2
0
    def test_loadEnemy(self):
        game.isunittest.setIsUnitTest()

        fileTextureLoader.loadFromFiles()
        enemyLoader = EnemyLoader()
        enemySeed = enemyLoader.getSeedForEnemy(EnemyType.unittest)

        self.assertTrue(
            enemySeed.characterTextureType is CharacterTextureType.stickfigure)
        self.assertTrue(enemySeed.weaponType is WeaponType.hitSquare)
        self.assertTrue(enemySeed.health == 100)
        self.assertTrue(enemySeed.enemyInfo.attackWindupTime == 1.0)
        self.assertTrue(enemySeed.attackBaseLocation['x'] == -1)
Example #3
0
    def test_loadTextureAction(self):
        game.isunittest.setIsUnitTest()

        fileTextureLoader.loadFromFiles()
        animation = fileTextureLoader.actionAnimationManager.getAnimation(
            ActionType.unittest, Direction.left)

        self.assertTrue(animation.height == 3)
        self.assertTrue(animation.width == 4)
        self.assertTrue(animation.frameCount == 3)

        self.assertTrue(animation.endless is False)
        self.assertTrue(animation.advanceByStep is False)
        self.assertTrue(animation.frameTime[0] == 0.1)
        self.assertTrue(animation.frameTime[1] == 0.1)
        self.assertTrue(animation.frameTime[2] == 0.1)
        self.assertTrue(animation.frameColors[0][0] == 'brightyellow')
        self.assertTrue(animation.frameColors[1][0] == 'brightyellow')
        self.assertTrue(animation.frameColors[2][0] == 'brightyellow')

        x = 0
        y = 1
        frameIndex = 0
        self.assertTrue(animation.arr[frameIndex][y][x] == '<')

        x = 1
        y = 1
        self.assertTrue(animation.arr[frameIndex][y][x] == '<')

        x = 0
        y = 2
        self.assertTrue(animation.arr[frameIndex][y][x] == '<')

        x = 1
        y = 2
        self.assertTrue(animation.arr[frameIndex][y][x] == '<')

        frameIndex = 1
        self.assertTrue(animation.arr[frameIndex][1][0] == '-')
        self.assertTrue(animation.arr[frameIndex][1][1] == '-')
        self.assertTrue(animation.arr[frameIndex][2][0] == '-')
        self.assertTrue(animation.arr[frameIndex][2][1] == '-')

        frameIndex = 2
        self.assertTrue(animation.arr[frameIndex][1][0] == '<')
        self.assertTrue(animation.arr[frameIndex][1][1] == '')
        self.assertTrue(animation.arr[frameIndex][2][0] == '<')
        self.assertTrue(animation.arr[frameIndex][2][1] == '')
Example #4
0
    def test_loadTexturePhenomena(self):
        game.isunittest.setIsUnitTest()
        fileTextureLoader.loadFromFiles()
        animation = fileTextureLoader.phenomenaAnimationManager.readPhenomena(
            PhenomenaType.unittest)

        self.assertTrue(animation.height == 2)
        self.assertTrue(animation.width == 2)
        self.assertTrue(animation.frameCount == 2)

        self.assertTrue(animation.endless is True)
        self.assertTrue(animation.advanceByStep is False)
        self.assertTrue(animation.frameTime[0] == 0.1)
        self.assertTrue(animation.frameTime[1] == 0.2)
        self.assertTrue(animation.frameColors[0][0] == 'white')
        self.assertTrue(animation.frameColors[1][0] == 'green')

        x = 0
        y = 0
        frameIndex = 0
        self.assertTrue(animation.arr[frameIndex][y][x] == 'A')

        x = 1
        y = 0
        self.assertTrue(animation.arr[frameIndex][y][x] == 'B')

        x = 0
        y = 1
        self.assertTrue(animation.arr[frameIndex][y][x] == 'C')

        x = 1
        y = 1
        self.assertTrue(animation.arr[frameIndex][y][x] == 'D')

        x = 0
        y = 1
        frameIndex = 1
        self.assertTrue(animation.arr[frameIndex][y][x] == 'X')
Example #5
0
    def __init__(self, win, menuwin):
        self.pause: bool = False
        self.gameRunning: bool = True
        self.showStats = False
        self.showLog = False

        self.win = win
        self.world: esper.World = esper.World()

        viewport: Viewport = Viewport(win=win, world=self)
        self.statusBar: StatusBar = StatusBar(world=self, viewport=viewport)

        fileTextureLoader.loadFromFiles()
        fileOffenseLoader.loadFromFiles()

        textureEmiter: TextureEmiter = TextureEmiter(viewport=viewport,
                                                     world=self.world)
        mapManager: MapManager = MapManager(viewport=viewport)
        sceneManager: SceneManager = SceneManager(viewport=viewport,
                                                  world=self.world,
                                                  mapManager=mapManager)
        renderableCache.init(viewport=viewport)
        particleEmiter = ParticleEmiter(viewport=viewport)

        particleProcessor = ParticleProcessor(viewport=viewport,
                                              particleEmiter=particleEmiter)
        gametimeProcessor = GametimeProcessor()
        aiProcessor = AiProcessor()
        characterAnimationProcessor = CharacterAnimationProcessor()
        playerProcessor = PlayerProcessor(viewport=viewport)
        enemyProcessor = EnemyProcessor(viewport=viewport)
        attackableProcessor = AttackableProcessor()
        offensiveAttackProcessor = OffensiveAttackProcessor()
        offensiveSkillProcessor = OffensiveSkillProcessor()
        movementProcessor = MovementProcessor(mapManager)
        inputProcessor = InputProcessor()
        renderableProcessor = RenderableProcessor(
            textureEmiter=textureEmiter, particleEmiter=particleEmiter)
        renderableMinimalProcessor = RenderableMinimalProcessor(
            viewport=viewport, textureEmiter=textureEmiter)
        sceneProcessor = SceneProcessor(
            viewport=viewport,
            sceneManager=sceneManager,
        )
        particleEmiterProcessor = ParticleEmiterProcessor(
            particleEmiter=particleEmiter)
        damageProcessor = DamageProcessor()
        environmentProcessor = EnvironmentProcessor(viewport=viewport,
                                                    mapManager=mapManager)
        passiveAttackProcessor = PassiveAttackProcessor()
        defenseProcessor = DefenseProcessor()
        onhitProcessor = OnhitProcessor()
        emitMirageParticleEffect = ParticleMirageEmiterProcessor(
            particleEmiter=particleEmiter)

        self.sceneProcessor: SceneProcessor = sceneProcessor  # show F1 stats
        self.viewport: Viewport = viewport  # for keyboardinput in nkeyrollover.py
        self.mapManager: MapManager = mapManager  # map is handled here in game
        self.sceneManager: SceneManager = sceneManager  # to check for showmap here in game

        self.bg = self.createBg(Config.columns, Config.rows)

        # Lots of comments to check if the order of the processors really work,
        # as Messaging looses all messages on every iteration (use DirectMessaging
        # instead)
        self.world.add_processor(gametimeProcessor)

        # KeyboardInput:getInput()
        # p generate: Message            PlayerKeypress

        # p handle:   Message            PlayerKeyPress (movement)
        # p generate: DirectMessage      movePlayer
        self.world.add_processor(inputProcessor)

        # p handle:   DirectMessage      movePlayer
        # e handle:   DirectMessage      moveEnemy
        # p generate: Message            PlayerLocation
        # p generate: Message            EmitMirageParticleEffect (appear)
        # x generate: Message            EntityMoved
        self.world.add_processor(movementProcessor)

        # p handle:   Message            PlayerLocation
        # e generate: DirectMessage      moveEnemy
        # x generate: Message            EmitTextureMinimal
        self.world.add_processor(aiProcessor)

        # e handle:   DirectMessage      moveEnemy
        # p handle:   Message            PlayerKeyPress (space/attack, weaponselect)
        # p generate: Message            PlayerAttack (via OffensiveAttack)
        # x generate: Message            AttackAt (via OffensiveAttack)
        # x generate: Message            EmitActionTexture (via OffensiveAttack)
        # x generate: Message            EmitTextureMinimal (via OffensiveAttack)
        self.world.add_processor(offensiveAttackProcessor)

        # p handle:   Message            PlayerKeyPress (skill activate)
        # x generate: Message            EmitParticleEffect (skill)
        # x generate: DirectMessage      activateSpeechBubble
        self.world.add_processor(offensiveSkillProcessor)

        # x handle:   Message            EmitParticleEffect
        # x generate: Message            AttackAt (for skills)
        self.world.add_processor(particleEmiterProcessor)

        # x generate: Message            AttackAt (passive DoT)
        self.world.add_processor(passiveAttackProcessor)

        # x generate: Message            AttackAt (via particle, dmg on move)
        self.world.add_processor(particleProcessor)

        # x handle:   Message            AttackAt
        # x generate: Message            EmitMirageParticleEffect (impact)
        self.world.add_processor(onhitProcessor)

        # x handle:   Message            AttackAt
        # x generate: DirectMessage      receiveDamage
        self.world.add_processor(damageProcessor)

        # x change:   Message            receiveDamage
        # x generate: Message            EmitMirageParticleEffect (floating 'Blocked')
        self.world.add_processor(defenseProcessor)

        # x handle:   DirectMessage      receiveDamage
        # x generate: Message            EntityStun
        # x generate: Message            EntityEndStun
        # x generate: Message            EntityDying
        # x generate: Message            EmitTexture
        # x generate: Message            Gameover
        # x generate: Message            EmitMirageParticleEffect (floating Damage)
        self.world.add_processor(attackableProcessor)

        # x handle:   Message            EmitMirageParticleEffect
        self.world.add_processor(emitMirageParticleEffect)

        # p handle:   Message            PlayerLocation
        # x handle:   Message            EntityDying
        # p handle:   Message            PlayerKeypress
        # x handle:   Message            Gameover
        # e generate: Message            SpawnEnemy
        # p generate: Message            SpawnPlayer
        # x generate: DirectMessage      activateSpeechBubble
        # x generate: Message            ScreenMove
        # x generate: Message            GameStart
        self.world.add_processor(sceneProcessor)

        # x handle:   Message            ScreenMove
        # x handle:   Message            GameStart
        self.world.add_processor(environmentProcessor)

        # e handle:   Message            SpawnEnemy
        # e generate: Message            EntityAttack
        # x generate: Message            EntityDead
        self.world.add_processor(enemyProcessor)

        # p handle:   Message            SpawnPlayer
        # p handle:   Message            PlayerAttack
        self.world.add_processor(playerProcessor)

        # e handle:   Message            EntityDying
        # p handle:   Message            PlayerAttack
        # x handle:   Message            AttackWindup
        # x handle:   Message            EntityAttack
        # x handle:   Message            EntityMoved
        # x handle:   Message            EntityStun
        # x handle:   Message            EntityEndStun
        self.world.add_processor(characterAnimationProcessor)

        # x handle:   Message            EmitTextureMinimal
        # x handle:   Message            EmitTexture
        self.world.add_processor(renderableMinimalProcessor)

        # x handle:   DirectMessage      activateSpeechBubble (emit)
        # x generate: DirectMessage      activateSpeechBubble (because of damage)
        self.world.add_processor(renderableProcessor)
Example #6
0
 def reloadAllTextures(self):
     fileTextureLoader.loadFromFiles()
Example #7
0
    def test_actionemiter(self):
        game.isunittest.setIsUnitTest()

        fileTextureLoader.loadFromFiles()
        self.viewport = MockWin(20, 10)
        self.world = esper.World()
        self.textureEmiter = TextureEmiter(viewport=self.viewport,
                                           world=self.world)
        renderableCache.init(viewport=self.viewport)
        particleEmiter = ParticleEmiter(viewport=self.viewport)

        renderableProcessor = RenderableProcessor(
            textureEmiter=self.textureEmiter, particleEmiter=particleEmiter)
        movementProcessor = MovementProcessor(mapManager=None)
        inputProcessor = InputProcessor()
        renderableMinimalProcessor = RenderableMinimalProcessor(
            viewport=self.viewport, textureEmiter=self.textureEmiter)
        self.world.add_processor(inputProcessor)
        self.world.add_processor(movementProcessor)
        self.world.add_processor(renderableMinimalProcessor)
        self.world.add_processor(renderableProcessor)

        location = Coordinates(10, 10)
        self.textureEmiter.makeActionTexture(
            actionTextureType=ActionType.unittest,
            location=location,
            fromPlayer=True,
            direction=Direction.right,
            physics=None)

        messages = messaging.getByType(MessageType.PlayerAttack)
        for message in messages:
            print(message.data['hitLocations'])
            hl = message.data['hitLocations']

            self.assertTrue(hl[0].x == 12)
            self.assertTrue(hl[0].y == 11)

            self.assertTrue(hl[1].x == 12)
            self.assertTrue(hl[1].y == 12)

            self.assertTrue(hl[2].x == 13)
            self.assertTrue(hl[2].y == 11)

            self.assertTrue(hl[3].x == 13)
            self.assertTrue(hl[3].y == 12)

        # process it
        targetFrameTime = 1.0 / Config.fps
        self.world.process(targetFrameTime)

        self.assertTrue(self.viewport.peek(12, 11) == '>')
        self.assertTrue(self.viewport.peek(12, 12) == '>')
        self.assertTrue(self.viewport.peek(13, 11) == '>')
        self.assertTrue(self.viewport.peek(13, 12) == '>')

        self.world.process(0.1)  # animation len

        self.assertTrue(self.viewport.peek(12, 11) == '-')
        self.assertTrue(self.viewport.peek(12, 12) == '-')
        self.assertTrue(self.viewport.peek(13, 11) == '-')
        self.assertTrue(self.viewport.peek(13, 12) == '-')
Example #8
0
    def test_renderableCollisionDetection(self):
        game.isunittest.setIsUnitTest()
        fileTextureLoader.loadFromFiles()

        self.viewport = MockWin(20, 10)
        self.world = esper.World()
        self.textureEmiter = None

        particleEmiter = ParticleEmiter(viewport=self.viewport)

        renderableProcessor = RenderableProcessor(
            textureEmiter=self.textureEmiter, particleEmiter=particleEmiter)
        movementProcessor = MovementProcessor(mapManager=None)
        inputProcessor = InputProcessor()
        renderableMinimalProcessor = RenderableMinimalProcessor(
            viewport=self.viewport, textureEmiter=self.textureEmiter)
        self.world.add_processor(inputProcessor)
        self.world.add_processor(movementProcessor)
        self.world.add_processor(renderableMinimalProcessor)
        self.world.add_processor(renderableProcessor)

        # Player
        playerEntity = self.world.create_entity()
        texture = CharacterTexture(
            characterTextureType=CharacterTextureType.player,
            characterAnimationType=CharacterAnimationType.standing,
            name='Player')

        coordinates = Coordinates(10, 10)
        playerRenderable = Renderable(texture=texture,
                                      viewport=self.viewport,
                                      parent=None,
                                      coordinates=coordinates,
                                      direction=Direction.right,
                                      name='Player')
        physics = Physics()

        self.world.add_component(playerEntity, playerRenderable)
        self.world.add_component(playerEntity, physics)
        # /Player

        # Enemy
        enemyEntity = self.world.create_entity()
        texture = CharacterTexture(
            characterTextureType=CharacterTextureType.player,
            characterAnimationType=CharacterAnimationType.standing,
            name='Enemy')

        coordinates = Coordinates(10, 10)
        enemyRenderable = Renderable(texture=texture,
                                     viewport=self.viewport,
                                     parent=None,
                                     coordinates=coordinates,
                                     direction=Direction.right,
                                     name='Enemy')
        physics = Physics()

        self.world.add_component(enemyEntity, enemyRenderable)
        self.world.add_component(playerEntity, physics)
        # /Enemy

        # process it
        targetFrameTime = 1.0 / Config.fps

        # sprites overlap, but not with chars (foot is in shoulder)
        #               o
        #              /|\
        #             o/ \
        #            /|\
        #            / \
        enemyRenderable.coordinates.y -= 2
        enemyRenderable.coordinates.x += 2

        self.world.process(targetFrameTime)
        self.viewport.internalPrint()

        overlap = enemyRenderable.overlapsWith(playerRenderable)
        self.assertTrue(overlap)  # inprecise check, true

        overlap = playerRenderable.overlapsWithRenderablePixel(enemyRenderable)
        self.assertFalse(overlap)  # precise check, false

        overlap = enemyRenderable.overlapsWithRenderablePixel(playerRenderable)
        self.assertFalse(overlap)  # precise check, false

        empty = EntityFinder.isDestinationEmpty(self.world, enemyRenderable)
        self.assertTrue(empty)

        empty = EntityFinder.isDestinationEmpty(self.world, playerRenderable)
        self.assertTrue(empty)

        distance = enemyRenderable.distanceToBorder(playerRenderable)
        self.assertTrue(distance['x'] == -1)
        self.assertTrue(distance['y'] == -1)
Example #9
0
    def test_renderableBasic(self):
        game.isunittest.setIsUnitTest()
        fileTextureLoader.loadFromFiles()

        self.viewport = MockWin(20, 10)
        self.world = esper.World()
        self.textureEmiter = None
        particleEmiter = ParticleEmiter(viewport=self.viewport)

        renderableProcessor = RenderableProcessor(
            textureEmiter=self.textureEmiter, particleEmiter=particleEmiter)
        movementProcessor = MovementProcessor(mapManager=None)
        inputProcessor = InputProcessor()
        renderableMinimalProcessor = RenderableMinimalProcessor(
            viewport=self.viewport, textureEmiter=self.textureEmiter)
        self.world.add_processor(inputProcessor)
        self.world.add_processor(movementProcessor)
        self.world.add_processor(renderableMinimalProcessor)
        self.world.add_processor(renderableProcessor)

        # Player
        playerEntity = self.world.create_entity()

        texture = CharacterTexture(
            characterTextureType=CharacterTextureType.player,
            characterAnimationType=CharacterAnimationType.standing,
            name='Player')

        coordinates = Coordinates(10, 10)
        renderable = Renderable(texture=texture,
                                viewport=self.viewport,
                                parent=None,
                                coordinates=coordinates,
                                direction=Direction.right,
                                name='Player')

        self.world.add_component(playerEntity, renderable)
        # /Player

        # process it
        targetFrameTime = 1.0 / Config.fps
        self.world.process(targetFrameTime)
        self.viewport.internalPrint()

        # check if head is at correct position
        self.assertTrue(self.viewport.peek(11, 10) == 'o')

        extCoords = renderable.getLocationAndSize()
        self.assertTrue(extCoords.x == 10)
        self.assertTrue(extCoords.y == 10)
        self.assertTrue(extCoords.width == 3)
        self.assertTrue(extCoords.height == 3)

        locCenter = renderable.getLocationCenter()
        self.assertTrue(locCenter.x == 11)
        self.assertTrue(locCenter.y == 11)
        self.assertTrue(self.viewport.peek(11, 11) == '|')  # body

        attackLocation = renderable.getAttackBaseLocation()
        self.assertTrue(attackLocation.x == 13)
        self.assertTrue(attackLocation.y == 11)

        attackLocation = renderable.getAttackBaseLocationInverted()
        self.assertTrue(attackLocation.x == 9)
        self.assertTrue(attackLocation.y == 11)

        p = Coordinates(9, 9)
        self.assertFalse(renderable.isHitBy([p]))
        p = Coordinates(13, 13)

        # in sprite, but dest is empty
        self.assertFalse(renderable.isHitBy([p]))
        p = Coordinates(10, 10)
        # in sprite, but on head (not empty)
        self.assertFalse(renderable.isHitBy([p]))
        p = Coordinates(11, 10)

        self.assertTrue(renderable.isHitBy([p]))
        p = Coordinates(12, 12)
        self.assertTrue(renderable.isHitBy([p]))

        renderable.setDirection(Direction.left)
        attackLocation = renderable.getAttackBaseLocation()
        self.assertTrue(attackLocation.x == 9)
        self.assertTrue(attackLocation.y == 11)

        attackLocation = renderable.getAttackBaseLocationInverted()
        self.assertTrue(attackLocation.x == 13)
        self.assertTrue(attackLocation.y == 11)