Esempio n. 1
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    def test_reflect_vertical(
        self,
        ball_top_left: Point,
        ball_angle: float,
        ball_result_top_left: Point,
        ball_result_angle: float,
        hit_objects_count: int,
    ):
        ball = Ball(
            top_left=ball_top_left,
            width=2.5,
            height=3.0,
            velocity=1.0,
            angle=Angle(deg2rad(ball_angle)),
        )

        bricks = [
            Brick(top_left=Point(1.0, 3.0), width=4.0, height=4.0),
            Brick(top_left=Point(5.0, 3.0), width=4.0, height=4.0),
            Brick(top_left=Point(9.0, 3.0), width=4.0, height=4.0),
        ]

        hit_objects = reflect_from_game_objects(ball, bricks)

        assert len(hit_objects) == hit_objects_count
        assert ball.top_left.x == ball_result_top_left.x
        assert ball.top_left.y == ball_result_top_left.y
        assert ball.angle.value == approx(deg2rad(ball_result_angle))
Esempio n. 2
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    def test_top_left(self):
        obj = DerrivedGameObject(top_left=Point(x=10.1, y=20.2),
                                 width=10.5,
                                 height=20.6)
        assert obj.top_left.x == 10.1
        assert obj.top_left.y == 20.2

        obj.top_left = Point(x=20.3, y=30.5)
        assert obj.top_left.x == 20.3
        assert obj.top_left.y == 30.5
Esempio n. 3
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    def test_init(self):
        obj = IndestructibleBrick(Point(8.2, 1.3), 3.1, 4.2)

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
Esempio n. 4
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 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
 ):
     GameObject.__init__(self, top_left, width, height)
Esempio n. 5
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    def test_init(self):
        obj = Wall(Point(8.2, 1.3), 3.1, 4.2)

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
Esempio n. 6
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    def test_init(self):
        obj = DerrivedGameObject(Point(8.2, 1.3), 3.1, 4.2)

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
Esempio n. 7
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def _calc_new_position(
    point: Point, velocity: float, angle: Angle, elapsed_time_in_ms: float
) -> Point:
    traveld_way = _calc_traveld_way(elapsed_time_in_ms, velocity)
    delta = _calc_delta(angle, traveld_way)

    return Point(point.x + delta.x, point.y + delta.y)
Esempio n. 8
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 def test_init_throws_ValueError(self, hitpoints):
     with pytest.raises(ValueError):
         Brick(
             top_left=Point(8.2, 1.3),
             width=3.1,
             height=4.2,
             hitpoints=hitpoints,
         )
Esempio n. 9
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    def test_init(self):
        obj = Platform(Point(8.2, 1.3), 3.1, 4.2, 1.2)

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
        assert obj.velocity == 1.2
Esempio n. 10
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 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
     velocity: float = 0.0,
 ):
     MoveableGameObject.__init__(self, top_left, width, height, velocity)
Esempio n. 11
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    def test_is_destroyed(self):
        obj = Brick(top_left=Point(8.2, 1.3),
                    width=3.1,
                    height=4.2,
                    hitpoints=1)
        assert obj.is_destroyed() == False

        obj.decrease_hitpoints()
        assert obj.is_destroyed() == True
Esempio n. 12
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    def test_move(self, velocity, end_x):
        obj = Platform(top_left=Point(0, 0),
                       width=3.1,
                       height=4.2,
                       velocity=velocity)
        time_in_ms = 1000
        obj.move(time_in_ms)

        assert obj.top_left.x == approx(end_x)
        assert obj.top_left.y == obj.top_left.y
    def test_velocity(self):
        obj = DerrivedGameObject(
            top_left=Point(x=10.1, y=20.2),
            width=10.5,
            height=20.6,
            velocity=1.2,
        )
        assert obj.velocity == 1.2

        obj.velocity = 3.5
        assert obj.velocity == 3.5
Esempio n. 14
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    def test_decrease_hitpoints(self):
        obj = Brick(top_left=Point(8.2, 1.3),
                    width=3.1,
                    height=4.2,
                    hitpoints=5)
        assert obj.start_hitpoints == 5
        assert obj.hitpoints == 5

        obj.decrease_hitpoints()
        assert obj.start_hitpoints == 5
        assert obj.hitpoints == 4
Esempio n. 15
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    def test_init(self):
        obj = Brick(top_left=Point(8.2, 1.3),
                    width=3.1,
                    height=4.2,
                    hitpoints=5)

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
        assert obj.start_hitpoints == 5
        assert obj.hitpoints == 5
Esempio n. 16
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    def test_angle(self):
        obj = Ball(
            top_left=Point(8.2, 1.3),
            width=3.1,
            height=4.2,
            velocity=2.4,
            angle=Angle(deg2rad(30.0)),
            gravity=9.8,
        )
        assert obj.angle.value == approx(deg2rad(30.0))

        obj.angle = Angle(deg2rad(65))
        assert obj.angle.value == approx(deg2rad(65.0))
Esempio n. 17
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    def test_gravity(self):
        obj = Ball(
            top_left=Point(8.2, 1.3),
            width=3.1,
            height=4.2,
            velocity=2.4,
            angle=Angle(deg2rad(30.0)),
            gravity=9.8,
        )
        assert obj.gravity == 9.8

        obj.gravity = 4.5
        assert obj.gravity == 4.5
Esempio n. 18
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 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
     hitpoints: int = 1,
 ):
     """
     Raises ValueError if hitpoints not in range between 1 and 9.
     """
     GameObject.__init__(self, top_left, width, height)
     self._start_hitpoints = _check_args_hitpoints(hitpoints)
     self._hitpoints = self._start_hitpoints
Esempio n. 19
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 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
     velocity: float = 0.0,
     angle: Angle = Angle(0.0),
     gravity: float = 0.0,
 ):
     MoveableGameObject.__init__(self, top_left, width, height, velocity)
     self._angle = angle
     self._gravity = gravity
     self._is_active = False
Esempio n. 20
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def _read_indestructible_bricks_from_json_data(
    data: Dict, ) -> List[IndestructibleBrick]:
    ind_bricks: List[IndestructibleBrick] = []
    if "indestructible bricks" in data:
        for ind_brick_data in data["indestructible bricks"]:
            x: float = ind_brick_data["top_left_x"]
            y: float = ind_brick_data["top_left_y"]
            w: float = ind_brick_data["width"]
            h: float = ind_brick_data["height"]
            ind_brick = IndestructibleBrick(top_left=Point(x, y),
                                            width=w,
                                            height=h)
            ind_bricks.append(ind_brick)
    return ind_bricks
Esempio n. 21
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    def test_move(self, active, velocity, degree, gravity, end_point):
        obj = Ball(
            top_left=Point(0.0, 0.0),
            width=3.1,
            height=4.2,
            velocity=velocity,
            angle=Angle(deg2rad(degree)),
            gravity=gravity,
        )
        obj.is_active = active
        time_in_ms = 1000
        obj.move(time_in_ms)

        assert obj.top_left.x == approx(end_point.x)
        assert obj.top_left.y == approx(end_point.y)
 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
     velocity: float = 0.0,
 ):
     """
     Raises Exception on direct use as MoveableGameObject.
     """
     if type(self) is MoveableGameObject:
         raise Exception(
             "MoveableGameObject is an abstract class and cannot be "
             "instantiated directly")
     GameObject.__init__(self, top_left, width, height)
     self._velocity = velocity
Esempio n. 23
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def _read_bricks_from_json_data(data: Dict) -> List[Brick]:
    bricks: List[Brick] = []
    if "bricks" in data:
        for brick_data in data["bricks"]:
            x: float = brick_data["top_left_x"]
            y: float = brick_data["top_left_y"]
            w: float = brick_data["width"]
            h: float = brick_data["height"]
            hp: int = brick_data["hitpoints"]
            brick = Brick(
                top_left=Point(x, y),
                width=w,
                height=h,
                hitpoints=hp,
            )
            bricks.append(brick)
    return bricks
Esempio n. 24
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 def __init__(
     self,
     top_left: Point = Point(0.0, 0.0),
     width: float = 0.0,
     height: float = 0.0,
 ):
     """
     Raises ValueError if height, width or top left contain negative values.
     Raises Exception on direct use as GameObject.
     """
     if type(self) is GameObject:
         raise Exception(
             "GameObject is an abstract class and cannot be instantiated "
             "directly")
     self._top_left = _check_args_point(top_left)
     self._witdh = _check_args_width(width)
     self._height = _check_args_height(height)
Esempio n. 25
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    def test_init(self):
        obj = Ball(
            top_left=Point(8.2, 1.3),
            width=3.1,
            height=4.2,
            velocity=2.4,
            angle=Angle(deg2rad(90.0)),
            gravity=9.8,
        )

        assert obj.top_left.x == 8.2
        assert obj.top_left.y == 1.3
        assert obj.width == 3.1
        assert obj.height == 4.2
        assert obj.velocity == 2.4
        assert obj.angle.value == approx(deg2rad(90.0))
        assert obj.gravity == 9.8
        assert obj.is_active == False
Esempio n. 26
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def _calc_delta(angle: Angle, side_c: float) -> Point:

    if isclose(side_c, 0.0):
        return Point(0.0, 0.0)

    side_a = sin(angle.quadrant_angle) * side_c
    side_b = cos(angle.quadrant_angle) * side_c

    if angle.quadrant == Quadrant.I:
        return Point(side_b, side_a)
    if angle.quadrant == Quadrant.II:
        return Point(-side_a, side_b)
    if angle.quadrant == Quadrant.III:
        return Point(-side_b, -side_a)
    if angle.quadrant == Quadrant.IV:
        return Point(side_a, -side_b)
    return Point(0.0, 0.0)
Esempio n. 27
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def _ball_init_position(grid_width: int, grid_height: int) -> Point:
    return Point(x=grid_width / 2.0, y=grid_height - 2.0)
Esempio n. 28
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def _platform_init_position(platform_width: float, grid_width: int,
                            grid_height: int):
    return Point(x=grid_width / 2.0 - platform_width / 2.0,
                 y=grid_height - 1.0)
Esempio n. 29
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def _make_top_wall(grid_width: int) -> Wall:
    return Wall(
        top_left=Point(x=WALL_THICKNESS, y=0.0),
        width=grid_width,
        height=WALL_THICKNESS,
    )
Esempio n. 30
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def _make_right_wall(grid_width: int, grid_height: int) -> Wall:
    return Wall(
        top_left=Point(x=grid_width + WALL_THICKNESS, y=0.0),
        width=WALL_THICKNESS,
        height=grid_height + WALL_THICKNESS,
    )