class TestDraw(unittest.TestCase): def setUp(self): pygame.init() self.clock = pygame.time.Clock() self.clock.tick(70) # slow down self.drawer = Draw() self.constants = self.drawer.constants def test_show_menu(self): running = True while running: self.drawer.menu() pygame.display.flip() keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT or keys[pygame.K_q]: running = False def test_show_instructions(self): running = True while running: self.drawer.instructions() pygame.display.flip() keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT or keys[pygame.K_q]: running = False def test_show_bricks(self): running = True self.levels = Levels() self.levels.load_level(1) level = self.levels.return_loaded_level() y_ofs = 35 # y_ofs = constants.V_OFFSET self.bricks = [] for i in range(len(level)): # x_ofs = 35 x_ofs = self.constants.MIN_BRICKS_X + 35 for j in range(len(level[i])): if level[i][j] is 'x': self.bricks.append(pygame.Rect( x_ofs, y_ofs, self.constants.BRICK_WIDTH, self.constants.BRICK_HEIGHT )) x_ofs += self.constants.BRICK_WIDTH + 10 y_ofs += self.constants.BRICK_HEIGHT + 5 while running: self.drawer.bricks(self.bricks) pygame.display.flip() keys = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT or keys[pygame.K_q]: running = False