Esempio n. 1
0
    def test_moveAs2Key(self):
        pygame.init()

        screen = PygScreen()
        screen.setSize(10, 10)
        ballObj = BallObj()
        ballObj.setObj("img/ball.bmp")
        ballObj.setRect()

        # Leftキーが押された時speedXが1減算
        ballObj.setSpeed(1, 1)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_LEFT] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue([0, 1] == ballObj.getSpeed())

        # Rightキーが押された時speedXが1加算
        ballObj.setSpeed(1, 1)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_RIGHT] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue([2, 1] == ballObj.getSpeed())

        # Upキーが押された時initSpeedが1加算
        ballObj.setInitSpeed(5)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_UP] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue(6 == ballObj.getInitSpeed())

        # Upキーが押された時initSpeedが1加算
        ballObj.setInitSpeed(20)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_UP] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue(20 == ballObj.getInitSpeed())

        # Downキーが押された時initSpeedが1加算
        ballObj.setInitSpeed(1)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_DOWN] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue(0 == ballObj.getInitSpeed())

        # Downキーが押された時initSpeedが1加算
        # initSpeedは0以下にならない
        ballObj.setInitSpeed(0)
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        pressed_keys_cp[K_DOWN] = 1
        ballObj.moveAs2Key(pressed_keys_cp)
        self.assertTrue(0 == ballObj.getInitSpeed())
Esempio n. 2
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    def test_BallAndBarObj(self):
        screen = PygScreen()
        screen.setSize(10, 10)
        ball = BallObj()
        ball.setObj("img/ball.bmp")
        bar = BarObj()
        bar.setObj("img/bar.bmp")
        mediator = Mediator()

        # 衝突した際の動作
        self.setPosition(ball, 150, 120, bar, 150, 120)  #center
        #ObjA,   X,   Y, ObjB,    X,   Y
        self.assertTrue(True == mediator.isBallAndBarConflict(
            ball.getBallrect(), bar.getRect()))
        self.setPosition(
            ball,
            120,
            10,
            bar,
            120,
            40,
        )  #left
        self.assertTrue(True == mediator.isBallAndBarConflict(
            ball.getBallrect(), bar.getRect()))
        self.setPosition(
            ball,
            120,
            70,
            bar,
            120,
            40,
        )  #right
        self.assertTrue(True == mediator.isBallAndBarConflict(
            ball.getBallrect(), bar.getRect()))
        self.setPosition(
            ball,
            120,
            80,
            bar,
            120,
            40,
        )  #none
        self.assertTrue(False == mediator.isBallAndBarConflict(
            ball.getBallrect(), bar.getRect()))
        ball.setState(self.sysData.stateIdle)  #状態が変化するか idel->L2R
        self.setPosition(ball, 80, 120, bar, 80, 120)
        mediator.judgeConflictBallAndBar(ball, bar)
        self.assertTrue(self.sysData.stateLeft2Right == ball.getState())
        ball.setState(self.sysData.stateLeft2Right)  #状態が変化するか L2R->R2L
        self.setPosition(ball, 80, 120, bar, 80, 120)
        mediator.judgeConflictBallAndBar(ball, bar)
        self.assertTrue(self.sysData.stateRight2Left == ball.getState())
Esempio n. 3
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    def isCorrectSpeedChange(self, position, speed_before, key, speed_after):
        # init object.
        pygame.init()
        screen = PygScreen()
        screen.setSize(100, 100)
        ball = BallObj()
        ball.setObj(self.sysData.ballBmp)
        ball.setRect()

        # 判定処理
        ball.setBallrectLeft(position[0])
        ball.setBallrectBottom(position[1])
        ball.setSpeed(speed_before[0], speed_before[1])
        pressed_keys_cp = \
            self.makeListFromKeyTuple( pygame.key.get_pressed() )
        if key != None:
            pressed_keys_cp[key] = 1

        ball.decideBallPosition(pressed_keys_cp, screen.getSize())
        return speed_after == ball.getSpeed()
Esempio n. 4
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    ballShootTiming = 0

    clock = pygame.time.Clock()
    while True:
        #clock.tick(sysData.waitTime)
        print clock.tick_busy_loop(sysData.waitTime)

        for event in pygame.event.get():
            if event.type == pygame.QUIT: sys.exit()
        
        # ボール生成部分
        # TODO: ボール生成個数とボール射出タイミングはsysDataに移動
        if len(balls) < 3:
            ballMakeTiming = ballMakeTiming + 1
            if ballMakeTiming > 25:
                ball = BallObj()
                ball.setSpeed( 0, 0 )
                ball.setObj( sysData.ballBmp )
                ball.setRect_pos( 60,-100 )
                balls.append( ball )
                ballMakeTiming = 0

        # ボールの次のフレームの動作
        for ball in balls:
            ball.ballMove()
            ball.decideBallPosition(pygame.key.get_pressed(), 
                                    screen.getSize() )
        #print balls[0].getBallrect()

        # ボールとバーが衝突した際の動作
        for ball in balls: