def test_move_invaders_to_right_down(self):
     self.invaders.direction = 1
     self.invaders.move(Rectangle(0, 0, 115, 200))
     self.invaders.move(Rectangle(0, 0, 115, 200))
     for y, line in enumerate(self.invaders.arr_invaders):
         for x, inv in enumerate(line):
             self.assertEqual(
                 inv.x_left,
                 10 + x * (self.invader.width + self.invader.step) +
                 self.invader.step)
             self.assertEqual(
                 inv.y_top,
                 10 + y * (self.invader.height + self.invader.step) +
                 self.invader.step * 2)
 def test_contains(self):
     ellipse = Superellipse(Rectangle(20, 20, 30, 30), 5)
     self.assertTrue(ellipse.is_collapse(Point(30, 30)))
     self.assertTrue(ellipse.is_collapse(Point(20, 20)))
     self.assertTrue(ellipse.is_collapse(Point(18, 18)))
     self.assertTrue(ellipse.is_collapse(Point(50, 55)))
     self.assertFalse(ellipse.is_collapse(Point(50, 56)))
 def test_contains2(self):
     ellipse = Superellipse(Rectangle(0, 0, 50, 50), 10)
     self.assertTrue(ellipse.is_collapse(Point(-6, 8)))
     self.assertTrue(ellipse.is_collapse(Point(60, 50)))
     self.assertTrue(ellipse.is_collapse(Point(50, 60)))
     self.assertTrue(ellipse.is_collapse(Point(56, 58)))
     self.assertFalse(ellipse.is_collapse(Point(56, 59)))
 def test_one_fire_an_angle(self):
     for angle in range(15, 170, 15):
         self.ship_bullet = Bullet(15, 15, 1, angle, 1)
         self.ship_bullet.fire(Rectangle(0, 0, 30, 30))
         self.assertLess((15 + math.cos(angle * math.pi / 180) -
                          self.ship_bullet.x_left), 10e-5)
         self.assertLess((15 - math.sin(angle * math.pi / 180) -
                          self.ship_bullet.y_top), 10e-5)
Esempio n. 5
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 def test_ricochet_from_up(self):
     self.bullet = Bullet(0, 3, 1, 45, 1, True)
     for i in range(10):
         self.bullet.fire(Rectangle(0, 0, 20, 20))
     self.assertEqual(self.bullet.angle, -45 * math.pi / 180)
     self.assertEqual(self.bullet.module_vector, 5)
     self.assertLess(10 * math.cos(45 * math.pi / 180) - self.bullet.x_left,
                     10e-5)
     self.assertLess(self.bullet.y_top - 3, 10e-5)
Esempio n. 6
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 def test_ricochet_from_left(self):
     self.bullet = Bullet(15, 15, 1, 45, 1, True)
     for i in range(10):
         self.bullet.fire(Rectangle(0, 0, 19, 19))
     self.assertEqual(self.bullet.angle, math.pi - 45 * math.pi / 180)
     self.assertEqual(self.bullet.module_vector, 5)
     self.assertLess(self.bullet.x_left - 15, 10e-5)
     self.assertLess(
         15 - 10 * math.sin(45 * math.pi / 180) - self.bullet.y_top, 10e-5)
 def test_fire_30(self):
     self.ship_bullet = Bullet(15, 15, 1, 30, 1)
     for i in range(10):
         self.ship_bullet.fire(Rectangle(0, 0, 25, 25))
     self.assertLess(
         (15 + 10 * math.cos(30 * math.pi / 180) - self.ship_bullet.x_left),
         10e-5)
     self.assertLess(
         (15 - 10 * math.sin(30 * math.pi / 180) - self.ship_bullet.y_top),
         10e-5)
Esempio n. 8
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class Gachi:
    gravity = .7

    def __init__(self, img):
        self.w = 56
        self.h = 56
        self.anim = Animation(img, self.w, self.h)
        self.anim.anim_type = AnimType.REPEAT
        self.x = 250
        self.brain = NeuralNetwork((4, 4, 1))
        self.y = Game.height / 2
        self.vel_y = 0
        self.collider = Rectangle(self.x, self.y, self.w, self.h)
        self.score = 0
        self.fitness = 0
        self.alive = True

    def think(self, wall):
        prediction = self.brain.predict([[self.y], [self.vel_y], [wall.x],
                                         [wall.top]])
        if prediction[0][0] > 0.5:
            self.jump()

    def jump(self):
        self.vel_y = -9

    def update(self, dt, wall):
        self.anim.update(dt)
        self.vel_y += Gachi.gravity
        self.y += self.vel_y
        self.collider.x = self.x
        self.collider.y = self.y
        self.score += 50
        self.think(wall)

        if self.collider.intersect(
                wall.collider_top) or self.collider.intersect(
                    wall.collider_bottom
                ) or self.y + self.h > Game.height or self.y < 0:
            self.alive = False

    def draw(self, surface):
        self.anim.show(surface, self.x, self.y)
 def test_fire_90(self):
     for i in range(10):
         self.ship_bullet.fire(Rectangle(0, 0, 30, 30))
         self.assertEqual(self.ship_bullet.y_top, 14 - i)
         self.assertEqual(self.ship_bullet.x_left, 15)
 def test_ship_bullet_in_field(self):
     self.assertTrue(self.ship_bullet.in_field(Rectangle(0, 0, 50, 50)))
     self.assertFalse(self.ship_bullet.in_field(Rectangle(0, 0, 10, 10)))
 def setUp(self):
     self.mystery_ship = MysteryShip(10, 10, 10, 10)
     self.field = Rectangle(0, 0, 100, 100)
class Window(QtWidgets.QMainWindow):
    def __init__(self):
        super().__init__()
        self.setWindowTitle('Space Invaders')
        self.ui = GUI()
        self.setFixedSize(Constants.WINDOW_WIDTH, Constants.WINDOW_HEIGHT)
        self.setWindowIcon(self.ui.icon)
        self.current_mode = WindowMode.CHOICE_LEVEL

        self.update_timer = QtCore.QTimer()
        self.update_timer.timeout.connect(self.update)
        self.update_timer.start(10)

        self.button_record = Rectangle(90, 430, 430, 53)
        self.button_select = Rectangle(90, 500, 430, 53)

        self.current_level = 0

        try:
            levels = AllLevels(AllLevels.LEVELS_FILE)
        except EmptyLevelsFile as e:
            QtWidgets.QMessageBox.critical(
                self, "Failed to launch the game",
                f"{AllLevels.LEVELS_FILE} is empty. Write levels for the game",
                QtWidgets.QMessageBox.Ok)
            sys.exit(8)
        except Exception as e:
            QtWidgets.QMessageBox.critical(
                self, "Failed to launch the game",
                f"{AllLevels.LEVELS_FILE} not found: \n{e}",
                QtWidgets.QMessageBox.Ok)
            sys.exit(7)

        self.count_levels = levels.get_count_level()

        self.game = GameState(levels, QtCore.QTimer.stop, QtCore.QTimer.start)
        self.game.init_game(**self.get_game_timer())

        self.update_timer = QtCore.QTimer()
        self.update_timer.timeout.connect(self.update_timeout)
        self.update_timer.start(10)

        self.previous_score = self.game.score
        self.previous_ship_live = self.game.ship.live
        self.previous_game_mode = self.game.current_mode

        self.music = Music()
        self.music.play_background()

        self.scoreboard = Scoreboard(self.count_levels)
        self.current_player = None
        self.names_players = self.scoreboard.get_players()

        self.show()
        self.show_name_choice()

    def update_timeout(self):
        self.update()
        if (self.game.score -
                self.previous_score == Constants.MYSTERY_SHIP_BILL):
            self.music.play_hit_mystery_ship_sound()
        elif self.game.score - self.previous_score == Constants.INVADER_BILL:
            self.music.play_hit_sound()
        if self.previous_ship_live > self.game.ship.live:
            self.music.play_dying()
        if (self.previous_game_mode == GameMode.GAME_PLAY
                and self.game.current_mode == GameMode.GAME_OVER):
            if self.game.invaders.count > 0:
                self.music.play_game_over()
            else:
                self.music.play_win()
        self.previous_score = self.game.score
        self.previous_ship_live = self.game.ship.live
        self.previous_game_mode = self.game.current_mode

    def paintEvent(self, event):
        painter = QtGui.QPainter(self)
        painter.drawPixmap(self.rect(), QtGui.QPixmap(self.ui.background_img))

        if self.current_mode == WindowMode.SCOREBOARD:
            painter.setPen(QtGui.QColor(255, 255, 255))
            painter.setFont(QtGui.QFont('Decorative', 20))
            level = self.scoreboard.get_top_scoreboard(self.current_level)
            painter.drawText(100, 70, f"Level {self.current_level}")
            for site, player in enumerate(level):
                painter.drawText(100, 40 * site + 120,
                                 f"{site + 1}. {player[0]}: {player[1]}")
            self.ui.paint_button(painter, self.button_select,
                                 self.ui.level_selection)
            self.ui.paint_arrows_left_right(painter, self.rect())

        elif self.current_mode == WindowMode.GAME_PLAY:
            if self.game.current_mode == GameMode.GAME_OVER:
                if self.game.invaders.count == 0:
                    self.ui.paint_you_win(painter, self.rect())
                else:
                    self.ui.paint_game_over(painter, self.rect())
                self.ui.paint_button(painter, self.button_select,
                                     self.ui.level_selection)
                self.ui.paint_button(painter, self.button_record,
                                     self.ui.record)

            elif self.game.current_mode == GameMode.GAME_PLAY:
                game = self.game
                painter.setPen(QtGui.QColor(255, 255, 255))
                painter.setFont(QtGui.QFont('Decorative', 20))
                painter.drawText(50, 25, "Score: {}".format(game.score))
                painter.drawText(250, 25,
                                 "Time: {}".format(int(game.time / 1000)))
                painter.drawText(450, 25, "Live: {}".format(game.ship.live))

                self.ui.paint_invaders(painter, game.invaders.arr_invaders)
                self.ui.paint_bullets(painter, game.ship_bullets.arr)
                self.ui.paint_bullets(painter,
                                      game.invader_bullets.arr,
                                      invader=True)
                self.ui.paint_ship(painter, game.ship)
                self.ui.paint_bunkers(painter, game.bunkers.arr)
                self.ui.paint_mystery_ship(painter, game.mystery_ship)

            elif self.game.current_mode == GameMode.GAME_PAUSE:
                self.ui.paint_pause(painter, self.rect())

        elif self.current_mode == WindowMode.CHOICE_LEVEL:
            self.ui.paint_level(painter, self.current_level)
            self.ui.paint_arrows_up_down(painter, self.rect())

    def get_game_timer(self):
        keys = {
            'KEY_UP': QtCore.Qt.Key_Up,
            'KEY_DOWN': QtCore.Qt.Key_Down,
            'KEY_RIGHT': QtCore.Qt.Key_Right,
            'KEY_LEFT': QtCore.Qt.Key_Left,
            'KEY_SPACE': QtCore.Qt.Key_Space
        }
        invader_timer = QtCore.QTimer()
        invader_timer.timeout.connect(self.game.invader_timeout)
        press_timer = QtCore.QTimer()
        press_timer.timeout.connect(lambda: self.game.press_timeout(**keys))
        run_timer = QtCore.QTimer()
        run_timer.timeout.connect(self.game.game_timeout)
        return {
            'invader_timer': invader_timer,
            'press_timer': press_timer,
            'run_timer': run_timer
        }

    def mousePressEvent(self, event):
        click = Point(event.x(), event.y())

        if self.current_mode == WindowMode.SCOREBOARD:
            if self.button_select.contains_point(click):
                self.game.init_game(**self.get_game_timer())
                self.current_mode = WindowMode.CHOICE_LEVEL

        elif (self.current_mode == WindowMode.GAME_PLAY
              and self.game.current_mode == GameMode.GAME_OVER):
            level = self.current_level
            player = self.current_player
            if player:
                scoreboard = self.scoreboard.board
                if player not in scoreboard[level]:
                    scoreboard[level][player] = 0
                scoreboard[level][player] = max(self.game.score,
                                                scoreboard[level][player])

            if self.button_select.contains_point(click):
                self.game.init_game(**self.get_game_timer())
                self.current_mode = WindowMode.CHOICE_LEVEL
            if self.button_record.contains_point(click):
                self.current_mode = WindowMode.SCOREBOARD

    def keyPressEvent(self, event):
        key = event.key()
        if self.current_mode == WindowMode.GAME_PLAY:
            self.game.key_press_event(event)

        elif self.current_mode == WindowMode.CHOICE_LEVEL:
            if key == QtCore.Qt.Key_Down:
                self.current_level = ((self.current_level + 1) %
                                      self.count_levels)
            elif key == QtCore.Qt.Key_Up:
                self.current_level = (
                    (self.current_level - 1 + self.count_levels) %
                    self.count_levels)
            elif key == QtCore.Qt.Key_Enter - 1 or key == QtCore.Qt.Key_Enter:
                try:
                    self.game.start_level(self.current_level)
                    self.previous_score = self.game.score
                    self.previous_ship_live = self.game.ship.live
                except IncorrectFormatLevelsFile as e:
                    QtWidgets.QMessageBox.critical(
                        self, "Failed to launch the game",
                        f'Incorrect format {AllLevels.LEVELS_FILE}: \n{e}',
                        QtWidgets.QMessageBox.Ok)
                    sys.exit(9)
                self.current_mode = WindowMode.GAME_PLAY
        elif self.current_mode == WindowMode.SCOREBOARD:
            if key == QtCore.Qt.Key_Right:
                self.current_level = ((self.current_level + 1) %
                                      self.count_levels)
            elif key == QtCore.Qt.Key_Left:
                self.current_level = (
                    (self.current_level - 1 + self.count_levels) %
                    self.count_levels)

    def keyReleaseEvent(self, event):
        self.game.key_release_event(event, QtCore.Qt.Key_P)

    def closeEvent(self, event):
        self.scoreboard.dump_board()

    def show_name_choice(self):
        add_item = "Add new player..."
        items = list(self.names_players)
        if add_item not in items:
            items.insert(0, add_item)
        item, ok_pressed = QtWidgets.QInputDialog.getItem(
            self, "Choice player", "Player:", items, 0, False)
        if ok_pressed and item:
            if item == add_item:
                self.show_dialog()
            else:
                self.current_player = item

    def show_dialog(self):
        answer = 'Enter your name:'
        widget = QtWidgets.QInputDialog
        text, ok = widget.getText(self, "Enter player", answer)
        while True:
            if not ok:
                return
            if text in self.names_players:
                answer = "This name already used!"
            elif not text:
                answer = "You didn't enter name!"
            else:
                break
            text, ok = widget.getText(self, "Enter player", answer)
        self.current_player = text
Esempio n. 13
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 def setUp(self):
     self.field = Rectangle(0, 0, 30, 30)
     self.bullets = Bullets()
     self.bullet = Bullet(0, 0, 5, 10, 10)
     self.bullets.add(self.bullet)