Exemple #1
0
def generate_treasure(b, row, column):
    t = random.choice(list(b.treasures.keys()))
    if (
        random.randint(0, 100) >= 100 - b.treasures[t]["rate"]
        and b.treasures[t]["count"] > 0
    ):
        # The value of each treasure object is used differently.
        if t == "scorers":
            b.place_item(
                board_items.Treasure(
                    model=bg_color
                    + graphics.Models.TANABATA_TREE
                    + graphics.Style.RESET_ALL,
                    value=25,
                    type="treasure.scorers",
                ),
                row,
                column,
            )
        elif t == "timers":
            b.place_item(
                board_items.Treasure(
                    model=bg_color
                    + graphics.Models.HOURGLASS_NOT_DONE
                    + graphics.Style.RESET_ALL,
                    value=15,
                    type="treasure.timers",
                ),
                row,
                column,
            )
        elif t == "diamond":
            b.place_item(
                board_items.Treasure(
                    model=bg_color
                    + graphics.Models.GEM_STONE
                    + graphics.Style.RESET_ALL,
                    value=30,
                    type="treasure.diamond",
                ),
                row,
                column,
            )
        elif t == "1UP":
            b.place_item(
                board_items.Treasure(
                    model=bg_color
                    + graphics.Models.HEART_WITH_RIBBON
                    + graphics.Style.RESET_ALL,
                    value=30,
                    type="treasure.1UP",
                ),
                row,
                column,
            )
        b.treasures[t]["count"] -= 1
        b.treasures[t]["placed"] += 1
Exemple #2
0
    def test_tools_function(self):
        b = engine.Board()
        g = engine.Game()
        g.player = constants.NO_PLAYER
        self.assertIsNone(g.add_board(1, b))
        self.assertIsNone(g.change_level(1))
        self.assertIsNone(
            g.add_npc(1, board_items.NPC(value=10, inventory_space=1), 1, 1))
        self.assertIsNone(
            b.place_item(board_items.Door(value=10, inventory_space=1), 1, 2))
        self.assertIsNone(
            b.place_item(board_items.Wall(value=10, inventory_space=1), 1, 3))
        self.assertIsNone(
            b.place_item(
                board_items.GenericStructure(value=10, inventory_space=1), 1,
                4))
        self.assertIsNone(
            b.place_item(
                board_items.GenericActionableStructure(value=10,
                                                       inventory_space=1),
                1,
                5,
            ))
        self.assertIsNone(
            b.place_item(
                board_items.Door(value=10,
                                 inventory_space=1,
                                 sprixel=core.Sprixel("#")),
                2,
                2,
            ))
        self.assertIsNone(
            b.place_item(board_items.Treasure(value=10, inventory_space=1), 1,
                         6))
        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors("2")

        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors(2, "crash")

        g.object_library.append(board_items.NPC())
        self.assertIsNone(
            g.save_board(1, "test-pygamelib.engine.Game.lvl1.json"))
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board("1", "test-pygamelib.engine.Game.lvl1.json")
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board(1, 1)
        with self.assertRaises(base.PglInvalidLevelException):
            g.save_board(11, "test-pygamelib.engine.Game.lvl1.json")
        self.assertIsInstance(
            g.load_board("test-pygamelib.engine.Game.lvl1.json", 1),
            engine.Board)
        self.assertEqual(g._string_to_constant("UP"), constants.UP)
        self.assertEqual(g._string_to_constant("DOWN"), constants.DOWN)
        self.assertEqual(g._string_to_constant("LEFT"), constants.LEFT)
        self.assertEqual(g._string_to_constant("RIGHT"), constants.RIGHT)
        self.assertEqual(g._string_to_constant("DRUP"), constants.DRUP)
        self.assertEqual(g._string_to_constant("DRDOWN"), constants.DRDOWN)
        self.assertEqual(g._string_to_constant("DLUP"), constants.DLUP)
        self.assertEqual(g._string_to_constant("DLDOWN"), constants.DLDOWN)
Exemple #3
0
    def test_move_complex(self):
        def _act(p):
            p[0].assertEqual(p[1], 1)

        self.board = pgl_engine.Board(
            name="test_board",
            size=[10, 10],
            player_starting_position=[5, 5],
        )
        i = pgl_board_items.ComplexNPC(sprite=gfx_core.Sprite(
            default_sprixel=gfx_core.Sprixel("*")))
        g = pgl_engine.Game(mode=constants.MODE_RT)
        self.board.place_item(i, 1, 1)
        self.assertIsInstance(self.board.item(1, 1),
                              pgl_board_items.ComplexNPC)
        self.assertIsNone(self.board.move(i, constants.RIGHT, 1))
        i = pgl_board_items.ComplexPlayer(sprite=gfx_core.Sprite(
            default_sprixel=gfx_core.Sprixel("*"),
            sprixels=[[gfx_core.Sprixel("@"),
                       gfx_core.Sprixel("@")]],
        ))
        self.board.place_item(i, 3, 1)
        self.assertIsInstance(self.board.item(3, 1),
                              pgl_board_items.ComplexPlayer)
        self.board.place_item(
            pgl_board_items.GenericActionableStructure(
                action=_act, action_parameters=[self, 1]),
            i.row,
            i.column + i.width,
        )
        self.assertIsNone(self.board.move(i, constants.RIGHT, 1))
        self.board.place_item(pgl_board_items.Treasure(value=50),
                              i.row + i.height, i.column)
        self.assertIsNone(self.board.move(i, constants.DOWN, 1))
        self.assertEqual(i.inventory.value(), 50)
        i.parent = g
        i.dtmove = 0.0
        self.assertIsNone(self.board.move(i, pgl_base.Vector2D(1, 0)))
        i.dtmove = 5.0
        self.assertIsNone(self.board.move(i, pgl_base.Vector2D(1, 0)))
        with self.assertRaises(pgl_base.PglObjectIsNotMovableException):
            self.board.move(pgl_board_items.Immovable(), constants.DOWN, 1)
        g.mode = constants.MODE_TBT
        self.board.place_item(pgl_board_items.Door(), i.row,
                              i.column + i.width)
        self.assertIsNone(self.board.move(i, constants.RIGHT, 1))
        self.assertIsNone(self.board.move(i, constants.RIGHT, 2))
        self.assertIsNone(self.board.move(i, constants.DOWN, 2))
        with self.assertRaises(pgl_base.PglInvalidTypeException):
            self.board.move(i, constants.DOWN, "1")
        with self.assertRaises(pgl_base.PglInvalidTypeException):
            self.board.move(i, "constants.DOWN", 1)
Exemple #4
0
    def test_move_simple(self):
        def _act(p):
            setattr(p[0], "test_callback", True)
            p[0].assertEqual(p[1], 1)

        i = pgl_board_items.Player(sprixel=gfx_core.Sprixel("*"))
        i.sprixel.is_bg_transparent = True
        b = pgl_engine.Board(
            name="test_board",
            size=[10, 10],
            player_starting_position=[0, 0],
        )
        b.place_item(i, 0, 0)
        self.assertIsNone(b.move(i, constants.DOWN, 1))
        self.assertIsNone(b.move(i, constants.UP, 1))
        self.assertIsNone(b.move(i, constants.RIGHT, 1))
        self.assertIsNone(b.move(i, constants.LEFT, 1))
        self.assertIsNone(b.move(i, constants.DRDOWN, 1))
        self.assertIsNone(b.move(i, constants.DRUP, 1))
        self.assertIsNone(b.move(i, constants.DLDOWN, 1))
        self.assertIsNone(b.move(i, constants.DLUP, 1))
        self.assertIsNone(b.move(i, pgl_base.Vector2D(0, 0)))
        self.assertEqual(i.pos, [0, 0, 0])
        setattr(self, "test_callback", False)
        b.place_item(
            pgl_board_items.GenericActionableStructure(
                action=_act, action_parameters=[self, 1]),
            0,
            1,
        )
        self.assertIsNone(b.move(i, constants.RIGHT, 1))
        self.assertIsNone(b.move(i, constants.RIGHT, 1))
        self.assertTrue(getattr(self, "test_callback"))
        b.place_item(pgl_board_items.Treasure(value=50), i.row + 1, i.column)
        self.assertIsNone(b.move(i, constants.DOWN, 1))
        self.assertEqual(i.inventory.value(), 50)
        b.place_item(
            pgl_board_items.Door(sprixel=gfx_core.Sprixel(
                bg_color=gfx_core.Color(45, 45, 45))),
            i.row + 1,
            i.column,
        )
        b.place_item(
            pgl_board_items.Door(sprixel=gfx_core.Sprixel(
                bg_color=gfx_core.Color(45, 45, 45))),
            i.row + 2,
            i.column,
        )
        self.assertIsNone(b.move(i, constants.DOWN, 1))
        self.assertIsNone(b.move(i, constants.DOWN, 1))
        self.assertIsNone(b.clear_cell(i.row, i.column))
 def test_treasure(self):
     bi = board_items.Treasure(value=1000, inventory_space=5)
     self.assertTrue(bi.pickable())
     self.assertFalse(bi.overlappable())
     self.assertFalse(bi.restorable())
Exemple #6
0
    def test_tools_function(self):
        b = engine.Board()
        g = engine.Game()
        g.player = constants.NO_PLAYER
        self.assertIsNone(g.add_board(1, b))
        self.assertIsNone(g.change_level(1))
        self.assertIsNone(
            g.add_npc(1, board_items.NPC(value=10, inventory_space=1), 1, 1))
        tmp_npc = g.get_board(1).item(1, 1)
        tmp_npc.actuator = actuators.PathFinder(game=g,
                                                actuated_object=tmp_npc)
        tmp_npc.actuator.set_destination(2, 5)
        tmp_npc.actuator.find_path()
        self.assertIsNone(
            b.place_item(board_items.Door(value=10, inventory_space=1), 1, 2))
        self.assertIsNone(
            b.place_item(board_items.Wall(value=10, inventory_space=1), 1, 3))
        self.assertIsNone(
            b.place_item(
                board_items.GenericStructure(value=10, inventory_space=1), 1,
                4))
        self.assertIsNone(
            b.place_item(
                board_items.GenericActionableStructure(value=10,
                                                       inventory_space=1),
                1,
                5,
            ))
        self.assertIsNone(
            b.place_item(
                board_items.Door(value=10,
                                 inventory_space=1,
                                 sprixel=core.Sprixel("#")),
                2,
                2,
            ))
        self.assertIsNone(
            b.place_item(board_items.Treasure(value=10, inventory_space=1), 1,
                         6))
        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors("2")

        with self.assertRaises(base.PglInvalidTypeException):
            g.neighbors(2, "crash")

        g.object_library.append(board_items.NPC())
        self.assertIsNone(
            g.save_board(1, "test-pygamelib.engine.Game.lvl1.json"))
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board("1", "test-pygamelib.engine.Game.lvl1.json")
        with self.assertRaises(base.PglInvalidTypeException):
            g.save_board(1, 1)
        with self.assertRaises(base.PglInvalidLevelException):
            g.save_board(11, "test-pygamelib.engine.Game.lvl1.json")
        self.assertIsInstance(
            g.load_board("test-pygamelib.engine.Game.lvl1.json", 1),
            engine.Board)
        self.assertEqual(g._string_to_constant("UP"), constants.UP)
        self.assertEqual(g._string_to_constant("DOWN"), constants.DOWN)
        self.assertEqual(g._string_to_constant("LEFT"), constants.LEFT)
        self.assertEqual(g._string_to_constant("RIGHT"), constants.RIGHT)
        self.assertEqual(g._string_to_constant("DRUP"), constants.DRUP)
        self.assertEqual(g._string_to_constant("DRDOWN"), constants.DRDOWN)
        self.assertEqual(g._string_to_constant("DLUP"), constants.DLUP)
        self.assertEqual(g._string_to_constant("DLDOWN"), constants.DLDOWN)

        with self.assertRaises(base.PglInvalidTypeException):
            g.delete_level()
        with self.assertRaises(base.PglInvalidLevelException):
            g.delete_level(42)
        g.delete_level(1)
        g.delete_all_levels()
        self.assertIsNone(g.current_board())
        bi = board_items.Door(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.Door)
        bi = board_items.Treasure(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.Treasure)
        bi = board_items.GenericActionableStructure(
            value=10,
            inventory_space=0,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.GenericActionableStructure)
        bi = board_items.NPC(
            value=10,
            inventory_space=10,
            pickable=False,
            overlappable=True,
            restorable=True,
        )
        bi.actuator = actuators.PathActuator(path=[constants.UP])
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj, board_items.NPC)
        bi.actuator = actuators.PatrolActuator(path=[constants.UP])
        obj = engine.Game._ref2obj(bi.serialize())
        self.assertIsInstance(obj.actuator, actuators.PatrolActuator)
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.DOWN,
    cst.LEFT,
    cst.LEFT,
    cst.LEFT,
    cst.LEFT,
])

game.add_board(1, lvl1)
game.add_board(2, lvl2)

t = board_items.Treasure(model=sprite_treasure,
                         name="Cool treasure",
                         type="gem")
money_bag = board_items.Treasure(model=sprite_treasure2,
                                 name="money",
                                 value=20)

tree = board_items.GenericStructure(model=sprite_tree)
tree.set_overlappable(False)
tree.set_pickable(False)

portal2 = board_items.GenericActionableStructure(model=sprite_portal)
portal2.set_overlappable(False)
portal2.action = change_current_level
portal2.action_parameters = [game, 2]

portal1 = board_items.GenericActionableStructure(model=sprite_portal)