def test_no_render(self): game_state = GameState() game_state.init("./tower_defense/res") game_state.window_size = Vector(100, 100) position = Vector(1, 1) size = Vector(10, 10) tile_type = TileType.BUILDING_GROUND tile = Tile(position, size, tile_type) batch = pyglet.graphics.Batch() tile.render(game_state, batch) self.assertEqual(0, len(batch.top_groups))
def test_render(self): game_state = GameState() game_state.init("./tower_defense/res") game_state.window_size = Vector(100, 100) building = Hammer(Vector(), Vector(10, 10)) batch = pyglet.graphics.Batch() building.render(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) building = Hammer(Vector(20, 20), Vector(10, 10)) batch = pyglet.graphics.Batch() building.render(game_state, batch) self.assertEqual(0, len(batch.top_groups))
def test_render(self): game_state = GameState() game_state.init("./tower_defense/res") game_state.window_size = Vector(100, 100) entity = Entity(Vector(1, 1), Vector(10, 10), EntityType.LARGE_BOULDER) batch = pyglet.graphics.Batch() entity.render(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) entity = Entity(Vector(10, 10), Vector(10, 10), EntityType.LARGE_BOULDER) batch = pyglet.graphics.Batch() entity.render(game_state, batch) self.assertEqual(0, len(batch.top_groups))
def test_render(self): game_state = GameState() game_state.init("./tower_defense/res") game_state.window_size = Vector(100, 100) position = Vector() size = Vector(10, 10) tile_type = TileType.BUILDING_GROUND tile = Tile(position, size, tile_type) batch = pyglet.graphics.Batch() tile.render(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) batch = pyglet.graphics.Batch() tile.tile_type = TileType.START tile.render(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(MovementGroup, type(batch.top_groups[0]))
def test_render_arrow(self): game_state = GameState() game_state.init("./tower_defense/res") game_state.window_size = Vector(100, 100) position = Vector() size = Vector(10, 10) tile_type = TileType.BUILDING_GROUND tile = Tile(position, size, tile_type) tile.direction_index = 1 tile.timer = 50 tile.directions = [(1, 0)] batch = pyglet.graphics.Batch() tile.render_arrow(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) tile.directions = [(-1, 0)] batch = pyglet.graphics.Batch() tile.render_arrow(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) tile.directions = [(0, 1)] batch = pyglet.graphics.Batch() tile.render_arrow(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0])) tile.directions = [(0, -1)] batch = pyglet.graphics.Batch() tile.render_arrow(game_state, batch) self.assertEqual(1, len(batch.top_groups)) self.assertEqual(pyglet.graphics.TextureGroup, type(batch.top_groups[0]))
def test_init(self): game_state = GameState() game_state.init("./tower_defense/res") self.assertIsNotNone(Vector(10, 10), game_state.tile_map.max_tiles) self.assertIsNotNone(100, len(game_state.tile_map.tiles))
def test_tick_map_menu(self): game_state = GameState() game_state.init('./tower_defense/res') game_state.map_menu = MapMenu('./tower_defense/res/maps') game_state.tick_map_menu()
def test_tick_main_menu(self): game_state = GameState() game_state.init('./tower_defense/res') game_state.tick_main_menu()
def test_tick_editor(self): game_state = GameState() game_state.init('./tower_defense/res') game_state.tick_editor()