def __init__(self): Scene.__init__(self) self.addLayer( SceneLayer('office/wall.jpg', config.spriteLayers['sceneFar'])) self.setFloor(.75)
def __init__( self ): Scene.__init__( self ) self.addLayer( SceneLayer( 'office/wall.jpg', config.spriteLayers['sceneFar'] ) ) self.setFloor( .75 )
def __init__( self ): Scene.__init__( self ) bg = SceneLayer( 'dirt/dirt.png', config.spriteLayers['sceneFar'] ) bg.vector.y = config.settings['screen_h'] - bg.rect.height bg.vector.x = 0 self.addLayer( bg ) beetle = Beetle( Vector( 0, config.settings['screen_h'] )) self.addActor( beetle )
def test_should_run_scenes(self): window = Window(800, 600, 'Test') scene = Scene(window) with unittest.mock.patch.object(scene, 'run', wraps=scene.run) as spy: window.add_scene(scene) window.run() spy.assert_called()
def main(): pyglet.resource.path.append('../data') pyglet.resource.reindex() entity_manager = EntityManager() block_grid = BlockGrid() state_update_phase = UpdatePhase() update_phases = [state_update_phase] update_manager = UpdateManager(update_phases) scene = Scene() camera = Camera(scale=5.0) game_window = GameWindow() collision_listener = GameCollisionListener() collision_world = CollisionWorld(listener=collision_listener) batch = pyglet.graphics.Batch() key_state_handler = pyglet.window.key.KeyStateHandler() joysticks = open_joysticks() block_entity_creator = BlockEntityCreator(collision_world, batch) character_entity_creator = CharacterEntityCreator( key_state_handler, joysticks, state_update_phase, collision_world, batch, block_entity_creator, entity_manager, block_grid) game_view = GameView(game_window, batch, key_state_handler, entity_manager, update_manager, collision_world, collision_listener, camera) game_window.view = game_view for i in xrange(-1, 2): position = float(i), 0.0 block_entity = block_entity_creator.create(position=position) game_view.add_entity(block_entity) character_entity = character_entity_creator.create(position=(0.0, 2.0)) game_view.add_entity(character_entity) pyglet.app.run()
def setUp(self) -> None: ball = Ball(pong.config.white, 10) engine = ComputerControlEngine(ball) self.left_player = Player('left', 'left', engine) self.right_player = Player('right', 'right', engine) self.score_manager = ScoreManager(self.left_player, self.right_player, (1, 5)) self.score_board = ScoreBoard(self.score_manager) self.scene = Scene(Window(100, 100, 'Test'))
def test_should_allow_play_again(self): window = Window(800, 600, 'Test') play_again_scene = Scene(window) with unittest.mock.patch.object(play_again_scene, 'run', wraps=play_again_scene.run, side_effect=[1, 0]) as spy: window.add_scene(play_again_scene) self.assertEqual(0, window.run())
def test_should_exit_with_error(self): window = Window(800, 600, 'Test') error_scene = Scene(window) with unittest.mock.patch.object(error_scene, 'run', wraps=error_scene.run, return_value=-1) as spy: window.add_scene(error_scene) self.assertEqual(-1, window.run())
def test_should_add_scenes(self): window = Window(800, 600, 'Test') window.add_scene(Scene(window)) self.assertEqual(1, len(window.scenes))
def __init__( self, verticalSpeed=0 ): Scene.__init__( self ) UpdateableGameObject.__init__( self ) self.timingCallbacks = []
def test_should_run_fine(self): window = pong.app.window.Window(800, 600, 'Test') scene = Scene(window) self.assertEqual(0, scene.run())
def __init__( self, verticalSpeed=0 ): Scene.__init__( self ) UpdateableGameObject.__init__( self ) self.verticalSpeed = verticalSpeed