def enter(): global guy, bg, wall, map, death, portal, clear, deathcount deathcount = 0 guy = Guy() portal = Portal() map = create_map() bg = Background() death = Death() clear = Clear() guy.set_bg(bg) bg.set_guy(guy) death.set_bg(bg) death.set_guy(guy) clear.set_bg(bg) clear.set_guy(guy) portal.set_bg(bg) for wall in map: wall.set_bg(bg)
import pygame import pygame.display import pygame.image import pygame.draw import pygame.event from settings import Settings from guy import Guy from pygame.time import Clock from game_functions import check_event, update_guy, update_screen pygame.init() clock = Clock() screen = pygame.display.set_mode((852, 480)) bg = pygame.image.load('images/bg.jpg').convert_alpha() settings = Settings() guy = Guy(settings, screen) IS_JUMP = False JUMP_COUNT = 10 # Main loop while True: clock.tick(20) check_event(guy) update_guy(guy) update_screen(screen, bg, guy)
def __init__(self): self.instancevar = 42 Guy.__init__(self)
def __init__(self): Guy.__init__(self) self.word = "A"
def __init__(self): Guy.__init__(self) self.cfg.value = "(__init__)"
def test_drink(self): anonyme = Guy() self.assertEqual(anonyme.get_stats()["life"], Guy._LIFE_MAX) self.assertEqual(anonyme.get_stats()["potions"], Guy._POTIONS_MAX) # La vie ne peut dépasser la vie maximum anonyme.drink() self.assertEqual(anonyme.get_stats()["life"], Guy._LIFE_MAX) self.assertEqual(anonyme.get_stats()["potions"], Guy._POTIONS_MAX-1) anonyme._life = 0 anonyme.drink() self.assertEqual(anonyme.get_stats()["life"], Guy._HEALING_POINTS) self.assertEqual(anonyme.get_stats()["potions"], Guy._POTIONS_MAX-2) # Pas de potion, pas de soin... anonyme._potions = 0 anonyme.drink() self.assertEqual(anonyme.get_stats()["life"], Guy._HEALING_POINTS) self.assertEqual(anonyme.get_stats()["potions"], 0)
def test_beat(self): loic = Guy("Loïc") hugo = Guy("Hugo") self.assertEqual(loic.get_stats()["life"], Guy._LIFE_MAX) self.assertEqual(hugo.get_stats()["life"], Guy._LIFE_MAX) # Ici, les armes sont supposées être des tubas => munitions infines loic.beat(hugo) hugo.beat(loic) loic.beat(hugo) dmg_tuba = Guy.WEAPONS_STATS["TUBA"]["dmg"] self.assertEqual(loic.get_stats()["life"], Guy._LIFE_MAX - dmg_tuba) self.assertEqual(loic.get_stats()["weapon"]["ammunitions"], Guy.UNLIMITED) self.assertEqual(hugo.get_stats()["life"], Guy._LIFE_MAX - 2*dmg_tuba) self.assertEqual(hugo.get_stats()["weapon"]["ammunitions"], Guy.UNLIMITED) # Pas de vie négative loic._life = dmg_tuba / 2 hugo.beat(loic) self.assertEqual(loic.get_stats()["life"], 0) # Test des munitions loic.change_weapon("EFFACEUR") self.assertEqual(loic.get_stats()["weapon"]["name"], "EFFACEUR") self.assertEqual(Guy.WEAPONS_STATS["EFFACEUR"]["ammunitions_max"], 1) dmg_effaceur = Guy.WEAPONS_STATS["EFFACEUR"]["dmg"] hugo._life = Guy._LIFE_MAX loic.beat(hugo) self.assertEqual(hugo.get_stats()["life"], Guy._LIFE_MAX - dmg_effaceur) self.assertEqual(loic.get_stats()["weapon"]["ammunitions"], 0) loic.beat(hugo) self.assertEqual(hugo.get_stats()["life"], Guy._LIFE_MAX - dmg_effaceur) self.assertEqual(loic.get_stats()["weapon"]["ammunitions"], 0)
def __init__(self, title, txt=""): Guy.__init__(self) self.title = title self.txt = txt self.ret = None
def __init__(self, title="unknown"): Guy.__init__(self) self.title = title
def __init__(self, title): Guy.__init__(self) self.title = title self.ret = False
def __init__(self): Guy.__init__(self) self.defaultName = self.cfg.name or "empty" self.defaultSurname = self.cfg.surname or "empty"
def __init__(self, param): Guy.__init__(self) assert param == "42"
def __init__(self, txt): Guy.__init__(self) self.msg = txt
def __init__(self,v): self.instancevar=v Guy.__init__(self)
def test_change_weapon(self): anonyme = Guy() self.assertEqual(anonyme.get_stats()["weapon"]["name"], "TUBA") self.assertEqual(anonyme.get_stats()["weapon"]["dmg"], Guy.WEAPONS_STATS["TUBA"]["dmg"]) # Pas de nom d'arme valide, pas de chgt... anonyme.change_weapon("une arme bidon") self.assertEqual(anonyme.get_stats()["weapon"]["name"], "TUBA") self.assertEqual(anonyme.get_stats()["weapon"]["dmg"], Guy.WEAPONS_STATS["TUBA"]["dmg"]) for weapon in Guy.WEAPONS_STATS.keys(): anonyme.change_weapon(weapon) self.assertEqual(anonyme.get_stats()["weapon"]["name"], weapon) self.assertEqual(anonyme.get_stats()["weapon"]["dmg"], Guy.WEAPONS_STATS[weapon]["dmg"])
screen = pygame.display.set_mode((800, 600)) grid = Grid('grass', 10, 6) ui = UI(grid) guys = [] enemies = [] for x in xrange(2): for y in xrange(4): guy = Guy('dude') grid.add(guy, (x*2 + 1 + y % 2, y)) guys.append(guy) enemy = Guy('dude') enemy.image = pygame.transform.flip(enemy.image, True, False) grid.add(enemy, (x*2 + 6 + y % 2, y)) enemies.append(enemy) curguy = 0 while 1: for event in pygame.event.get(): if event.type == QUIT: sys.exit() elif event.type == KEYDOWN: prevguy = curguy curguy = handle_key(grid, ui, screen, event.key, guys, curguy) if prevguy > curguy: # looped around move_enemies(grid, ui, screen, guys, enemies) update_screen(grid, ui, screen, guys, enemies)
def create_a_nude_guy(self): new_guy = Guy() new_guy.id = self.count self.count += 1 return new_guy