def test_should_return_none_when_calling_get_by_name(self):
        # given
        simple_scene_manager = SimpleSceneManager()
        test_sprite_1 = XPGESprite(simple_scene_manager)
        test_sprite_1.name = "test_name_2"
        test_sprite_2 = XPGESprite(simple_scene_manager)
        test_sprite_3 = XPGESprite(simple_scene_manager)
        sprite_list = [test_sprite_1, test_sprite_2, test_sprite_3]
        simple_scene_manager._sprites = sprite_list

        # when
        result = simple_scene_manager.get_by_name("test_name")

        # then
        self.assertIsNone(result)
    def test_should_load_scene(self):
        # given
        simple_scene_manager = SimpleSceneManager()
        simple_scene_manager._sprites = MagicMock()

        test_sprite = XPGESprite(simple_scene_manager)
        component_mock = Mock(spec=SpriteBehaviour)
        test_sprite.components.append(component_mock)
        sprite_list = [test_sprite]

        simple_scene_manager._sprites.__iter__ = Mock(
            return_value=iter(sprite_list))
        test_scene_name = "test name"

        class TestSimpleScene(SimpleScene):
            def __init__(self, scene_manager):
                super().__init__(scene_manager)
                self.sprites = sprite_list

        simple_scene_manager.register_scene(TestSimpleScene, test_scene_name)

        # when
        simple_scene_manager.load_scene(test_scene_name)

        # then
        self.assertIsInstance(simple_scene_manager._current_scene,
                              TestSimpleScene)
        simple_scene_manager._sprites.clear.assert_called_once()
        simple_scene_manager._sprites.append.assert_called_once_with(
            test_sprite)
        component_mock.on_scene_loaded.assert_called_once()
    def test_should_get_sprite_by_name(self):
        # given
        simple_scene_manager = SimpleSceneManager()
        test_sprite_1 = XPGESprite(simple_scene_manager)
        test_sprite_1.name = "test_name"
        test_sprite_2 = XPGESprite(simple_scene_manager)
        test_sprite_3 = XPGESprite(simple_scene_manager)
        sprite_list = [test_sprite_1, test_sprite_2, test_sprite_3]
        simple_scene_manager._sprites = sprite_list

        # when
        result = simple_scene_manager.get_by_name("test_name")

        # then
        self.assertIsNotNone(result)
        self.assertEqual(test_sprite_1, result)
    def test_should_return_empty_list_when_calling_find_by_name(self):
        # given
        simple_scene_manager = SimpleSceneManager()
        test_sprite_1 = XPGESprite(simple_scene_manager)
        test_sprite_1.name = "test_name_2"
        test_sprite_2 = XPGESprite(simple_scene_manager)
        test_sprite_3 = XPGESprite(simple_scene_manager)
        sprite_list = [test_sprite_1, test_sprite_2, test_sprite_3]
        simple_scene_manager._sprites = sprite_list

        # when
        result = simple_scene_manager.find_by_name("test_name")

        # then
        self.assertIsNotNone(result)
        self.assertEqual(0, len(result))
    def test_should_add_sprite_to_group_on_creation(self):
        # given when
        group = Group()
        sprite = XPGESprite(None, group)

        # then
        self.assertTrue(group.has(sprite))
        self.assertEqual(0, sprite.groups().index(group))
    def __init__(self, scene_manager):
        super().__init__(scene_manager)

        star1 = pygame.image.load(os.path.join("demo_resources",
                                               "star.png")).convert()
        star2 = pygame.image.load(os.path.join("demo_resources",
                                               "star2.png")).convert()

        sprite1 = XPGESprite(self.scene_manager)
        sprite1.image = star1
        sprite1.position = (10, 10)
        sprite1.components.append(ToggleSprite(sprite1))

        sprite2 = XPGESprite(self.scene_manager)
        sprite2.name = "sprite2"
        sprite2.image = star2
        sprite2.position = (200, 10)

        self.sprites.append(sprite1)
        self.sprites.append(sprite2)
    def test_should_add_sprite_to_two_groups_on_creation(self):
        # given when
        group1 = Group()
        group2 = Group()
        sprite = XPGESprite(None, group1, group2)

        # then
        self.assertTrue(group1.has(sprite))
        self.assertTrue(group2.has(sprite))
        self.assertEqual(0, sprite.groups().index(group1))
        self.assertEqual(1, sprite.groups().index(group2))
    def setUp(self):
        self.sprite = XPGESprite(None)
        self.sprite.image = Surface((SPRITE_SIZE_X, SPRITE_SIZE_Y))
        self.sprite.position = (SPRITE_X, SPRITE_Y)

        self.component_1 = Mock(spec=TestComponent1)
        self.component_2 = Mock(spec=TestComponent2)
        self.component_3 = Mock(spec=TestComponent3)
        self.sprite.components.append(self.component_1)
        self.sprite.components.append(self.component_2)
        self.sprite.components.append(self.component_3)
Example #9
0
    def __init__(self, scene_manager):
        super().__init__(scene_manager)

        star = pygame.image.load(os.path.join("demo_resources",
                                              "star.png")).convert()

        demo_sprite = XPGESprite(self.scene_manager)
        demo_sprite.image = star
        demo_sprite.position = (270, 190)
        demo_sprite.components.append(DemoSpriteBehaviour(demo_sprite))
        self.sprites.append(demo_sprite)
    def __init__(self, scene_manager):
        super().__init__(scene_manager)

        basket_image = pygame.Surface((100, 25))
        basket_image.fill((255, 0, 0))

        basket = XPGESprite(self.scene_manager)
        basket.image = basket_image
        basket.position = (350, 575)
        basket.name = "basket"
        basket.components.append(BasketController(basket))
        basket.components.append(AppleSpawner(basket))

        self.sprites.append(basket)
    def test_should_throw_error_on_killing_when_sprite_not_existing(self):
        # given
        simple_scene_manager = SimpleSceneManager()

        test_sprite = XPGESprite(simple_scene_manager)
        test_sprite.name = "test sprite"
        mock_component = Mock(spec=SpriteBehaviour)
        test_sprite.components.append(mock_component)

        # when then
        with self.assertRaises(ValueError):
            simple_scene_manager.kill(test_sprite)

        mock_component.on_kill.assert_not_called()
    def test_should_spawn_sprite(self):
        # given
        simple_scene_manager = SimpleSceneManager()

        test_sprite = XPGESprite(simple_scene_manager)
        test_sprite.name = "test sprite"
        mock_component = Mock(spec=SpriteBehaviour)
        test_sprite.components.append(mock_component)

        # when
        simple_scene_manager.spawn(test_sprite)

        # then
        self.assertIn(test_sprite, simple_scene_manager._sprites)
        mock_component.on_spawn.assert_called_once()
Example #13
0
    def on_update(self):
        self.counter += 1

        if self.counter % 100 == 0:
            apple_image = pygame.Surface((25, 25))
            apple_image.fill((125, 125, 0))

            apple = XPGESprite(self.sprite.scene_manager)
            apple.image = apple_image
            apple.components.append(AppleController(apple))

            x = random.randint(0, 775)
            y = 0

            apple.position = (x, y)

            self.sprite.scene_manager._sprites.append(apple)
            self.sprite.scene_manager.static["apples_number"] += 1

        print("Number of apples: {}".format(
            self.sprite.scene_manager.static["apples_number"]))