def test_units_assigned_correct_positions(self):

        unit = Unit(pos_x=1, pos_y=2, alignment=Alignment.ENEMY)
        unit2 = Unit(pos_x=2, pos_y=1, alignment=Alignment.ENEMY)

        level = Level(LEVEL_DATA, [unit, unit2])

        self.assertEqual(level.unit_positions[2][1], unit)
        self.assertEqual(level.unit_positions[1][2], unit2)
    def test_on_enemy_phase_movement_data_affected_by_allied_units(self):
        correct_data = [[1, sys.maxsize, 1], [1, sys.maxsize, sys.maxsize],
                        [1, sys.maxsize, 1]]

        unit = Unit(pos_x=1, pos_y=2, alignment=Alignment.ALLY)
        unit2 = Unit(pos_x=2, pos_y=1, alignment=Alignment.ALLY)

        level = Level(LEVEL_DATA, [unit, unit2])

        self.assertEqual(level.get_movement_data_with_units(False),
                         correct_data)
    def setUp(self):
        self.units = []
        unit = Unit(pos_x=0, pos_y=2, alignment=Alignment.ENEMY)
        unit2 = Unit(pos_x=2, pos_y=3)

        self.units.append(unit)
        self.units.append(unit2)

        self.level = Level(LEVEL_DATA, self.units)
        self.pathfinding = PathFinding(1, 1, self.level.movement_data)

        self.ai = Ai(self.units, self.pathfinding, self.level)
    def test_updating_unit_position_functions_correctly(self):
        unit = Unit(pos_x=0, pos_y=0)

        correct_positions = [[None, None, None], [None, None, None],
                             [None, None, unit]]

        level = Level(LEVEL_DATA, [unit])
        level.update_unit_position(unit, 2, 2)

        self.assertEqual(level.unit_positions, correct_positions)
Exemple #5
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 def setUp(self):
     self.unit1 = Unit(2, 2)
     self.unit2 = Unit(3, 4)
     self.units = [self.unit1, self.unit2]
 def setUp(self):
     self.unit = Unit(1, 2, name="Testboy")
     self.unit2 = Unit(1, 2, name="Testman")
     self.unit3 = Unit(1, 5, hp=20, strength=1, speed=18, defense=6)
     self.unit4 = Unit(1, 5, hp=20, strength=20, speed=18, defense=6)
Exemple #7
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def main():
    screen_width = 640
    screen_height = 640
    screen = pygame.display.set_mode((screen_width, screen_height))
    pygame.display.set_caption("Faux Emblem")

    camera = Camera(0, 0)

    units = []
    units.append(
        Unit(1,
             4,
             name="Ferdinand",
             strength=8,
             speed=6,
             defense=5,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units[0].items.append(Item(3, 3, 0))
    units[0].items.append(Item(3, 3, 0))
    units[0].items.append(Item(3, 3, 0))
    units.append(
        Unit(1,
             5,
             name="Sylvain",
             strength=4,
             speed=2,
             defense=8,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units.append(
        Unit(3,
             6,
             Alignment.ENEMY,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units.append(
        Unit(6,
             6,
             Alignment.ENEMY,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units.append(
        Unit(12,
             4,
             Alignment.ENEMY,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units.append(
        Unit(9,
             7,
             Alignment.ENEMY,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))
    units.append(
        Unit(2,
             5,
             Alignment.ENEMY,
             offset_x=camera.offset_x,
             offset_y=camera.offset_y))

    pygame.font.init()
    font = pygame.font.SysFont("Arial", 20)
    font2 = pygame.font.SysFont("Arial", 14)

    clock = GameClock()

    level = [[0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
             [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
             [0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
             [0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
             [0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
             [0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
             [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1],
             [0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1],
             [0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1],
             [0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1],
             [1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1],
             [1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1]]

    test_level = Level(level, units)
    tile_map = TileMap(level)

    test_level.get_movement_data_with_units(True)

    pathfinding = PathFinding(1, 1, test_level.movement_data)
    target_selector = TargetSelector()

    enemy_ai = Ai(units, pathfinding, test_level)

    game_loop = GameLoop(screen, SpriteRenderer(),
                         Cursor(1, 4, camera.offset_x, camera.offset_y),
                         MenuCursor(), EventQueue(), units,
                         MovementDisplay(pathfinding), font, font2, clock,
                         target_selector, camera, test_level, tile_map,
                         enemy_ai)

    pygame.init()
    game_loop.start()

    pygame.quit()
Exemple #8
0
 def setUp(self):
     self.item = Item(3, 2, ItemType.POTION.value)
     self.unit = Unit(1, 2)
     self.unit.items.append(self.item)
 def setUp(self):
     self.cursor = Cursor(1, 2)
     self.unit = Unit(1, 2)
 def setUp(self):
     self.unit = Unit(1, 2, Alignment.ALLY, 15, 5, 2, 3)
class TestUnit(unittest.TestCase):
    def setUp(self):
        self.unit = Unit(1, 2, Alignment.ALLY, 15, 5, 2, 3)

    def test_x_position_set_correctly(self):
        self.assertEqual(self.unit.position_x, 1)

    def test_y_position_set_correctly(self):
        self.assertEqual(self.unit.position_y, 2)

    def test_x_position_updates_correctly_(self):
        self.unit.update_position(3, 4)
        self.assertEqual(self.unit.position_x, 3)

    def test_y_position_updates_correctly_(self):
        self.unit.update_position(3, 4)
        self.assertEqual(self.unit.position_y, 4)

    def test_old_x_position_stored_correctly_on_update(self):
        self.unit.update_position(3, 4)
        self.assertEqual(self.unit.old_position_x, 1)

    def test_old_y_position_stored_correctly_on_update(self):
        self.unit.update_position(3, 4)
        self.assertEqual(self.unit.old_position_y, 2)

    def test_rect_x_set_correctly(self):
        self.assertEqual(self.unit.rect.x, 64)

    def test_rect_y_set_correctly(self):
        self.assertEqual(self.unit.rect.y, 128)

    def test_changing_offset_updates_rect_x_correctly(self):
        self.unit.update_offset(1, 1)
        self.assertEqual(self.unit.rect.x, 0)

    def test_changing_offset_updates_rect_y_correctly(self):
        self.unit.update_offset(1, 1)
        self.assertEqual(self.unit.rect.y, 64)

    def test_revert_position_reverts_x_position(self):
        self.unit.update_position(6, 6)
        self.unit.revert_position(0, 0)
        self.assertEqual(self.unit.position_x, 1)

    def test_revert_position_reverts_y_position(self):
        self.unit.update_position(6, 6)
        self.unit.revert_position(0, 0)
        self.assertEqual(self.unit.position_y, 2)

    def test_revert_position_updates_rect_x(self):
        self.unit.update_position(6, 6)
        self.unit.revert_position(0, 0)
        self.assertEqual(self.unit.rect.x, 64)

    def test_revert_position_updates_rect_y(self):
        self.unit.update_position(6, 6)
        self.unit.revert_position(0, 0)
        self.assertEqual(self.unit.rect.y, 128)

    def test_animation_frame_updates_correctly(self):
        current_frame = self.unit.active_sprite
        self.unit.update_animation()
        self.assertEqual(self.unit.active_sprite, current_frame + 0.1)

    def test_animation_frame_loops_correctly(self):
        self.unit.active_sprite = 15
        self.unit.update_animation()
        self.assertEqual(self.unit.active_sprite, 0)

    def test_damage_changes_remaining_hp(self):
        self.unit.update_hp(10)
        self.assertEqual(self.unit.current_hp, 5)

    def test_lethal_damage_sets_unit_as_dead(self):
        self.unit.update_hp(25)
        self.assertEqual(self.unit.dead, True)

    def test_negative_damage_does_not_set_remaining_hp_above_max(self):
        self.unit.update_hp(-2000)
        self.assertEqual(self.unit.current_hp, 15)

    def test_deactivating_unit_works(self):
        self.unit.deactivate()
        self.assertEqual(self.unit.has_moved, True)

    def test_activating_unit_works(self):
        self.unit.deactivate()
        self.unit.activate()
        self.assertEqual(self.unit.has_moved, False)