Esempio n. 1
0
class TestWeapon(unittest.TestCase):

    def setUp(self):
        self.weapon = Weapon("weapon1.png")

    def test_position(self):
        self.assertEqual(self.weapon.x, WINDOWWIDTH/2)
        self.assertEqual(self.weapon.y, WINDOWHEIGHT-5)

    def test_weapon_has_image(self):
        self.assertIsNotNone(self.weapon.image,
                             'The hero doesn\'t have an image')

    def test_image_rect(self):
        self.assertIsInstance(self.weapon.rect, pygame.Rect)

    def test_weapon_is_active(self):
        self.assertFalse(self.weapon.is_active)

    def test_rect_image_positon(self):
        self.assertEqual(self.weapon.x, self.weapon.rect.centerx)

    def test_move_weapon_enemy(self):
        start_pos = self.weapon.y
        self.weapon.move_weapon_enemy()
        self.assertEqual(start_pos, self.weapon.y)
        self.weapon.is_active = True
        self.weapon.move_weapon_enemy()
        self.assertEqual(self.weapon.y, start_pos + WEAPON_SPEED)

    def test_move_weapon_hero(self):
        start_pos = self.weapon.y
        self.weapon.is_active = True
        self.weapon.move_weapon_hero()
        self.assertEqual(self.weapon.y, start_pos - WEAPON_SPEED)
Esempio n. 2
0
class Hero(pygame.sprite.Sprite):

    def __init__(self, x=WINDOWWIDTH/2, y=WINDOWHEIGHT):
        super().__init__()
        self.x = x
        self.y = y
        self.image = pygame.image.load(os.path.join("images", "hero1.png"))
        self.rect_start = self.image.get_rect()
        self.rect = self.rect_start.move(
            self.x-self.rect_start.centerx, self.y - self.rect_start.height)
        self.is_alive = True
        self.health = HERO_HEALTH
        self.health_image = pygame.image.load(
                os.path.join("images", "health.png"))
        self.lives = STARTING_LIVES
        self.weapon = Weapon("weapon1.png", x, y)
        self.move_left = False
        self.move_right = False

    def move(self):
        if self.move_right and \
                self.rect.right <= WINDOWWIDTH-self.rect_start.centerx:
            self.x += PLAYER_SPEED
            self.rect = self.rect.move(PLAYER_SPEED, 0)
        elif self.move_left and self.rect.left >= self.rect_start.centerx:
            self.x -= PLAYER_SPEED
            self.rect = self.rect.move(-PLAYER_SPEED, 0)

    def shoot(self):
        if not self.weapon.is_active:
            self.weapon.x = self.x
            self.weapon.y = self.y
            self.weapon.rect.centerx = self.rect.centerx
            self.weapon.rect.centery = self.rect.centery

        self.weapon.move_weapon_hero()