def test_player_make_move(self): player1 = single_player.player.Player(10, 1) grid1 = [[0 for i in range(10)] for i in range(10)] sea2 = single_player.player.game.Sea() grid2 = [[0 for i in range(10)] for i in range(10)] put_one_ship(player1, [0, 0], 3, 0, grid1) single_player.player.game.Ship(3, sea2, [8, 0], 0) self.assertTrue(player_make_move([300, 189], sea2, grid2, grid1)) single_player.player_make_move([323, 189], sea2, grid2, grid1) single_player.player_make_move([346, 189], sea2, grid2, grid1) self.assertEqual(grid2[8][0], 1) self.assertFalse(player_make_move([367, 215], sea2, grid2, grid1)) self.assertEqual(grid2[8][5], 0)
turn = True place_ship(player1) single_player.computer_ship(computer) while True: draw_board() pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() while turn: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.MOUSEBUTTONDOWN: pos = pygame.mouse.get_pos() turn = single_player.player_make_move(pos, sea2, grid2, grid1) draw_board() if computer.check_ships(): win_window(player1) while not turn: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() turn = single_player.comp_move(player1, sea1, grid1, grid2) draw_board() if player1.check_ships(): win_window(computer) pygame.quit()
draw_board() pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() while turn: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.MOUSEBUTTONDOWN: pos = pygame.mouse.get_pos() turn = single_player.player_make_move(pos, sea2, grid2, grid1) draw_board() if computer.check_ships(): win_window(player1) while not turn: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() turn = single_player.computer_make_move(player1, sea1, grid1, grid2) draw_board() if player1.check_ships(): win_window(computer) # clock.tick(20)