def test_valueable_object(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.ValuableObject() assert beh.name == 'ValuableObject' assert beh.cost == 0 beh.set_cost(100) assert beh.cost == 100
def test_gold_label(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.GoldLabel() beh.start(self.session, self.object) assert beh.name == 'GoldLabel' assert beh.text == 'Gold: ' beh.set_text('gaaaaaaaaameeeeeeeee') assert beh.text == 'gaaaaaaaaameeeeeeeee'
def test_enemy_attack(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.EnemyAttack() assert beh.name == 'EnemyAttack' assert beh.attack_radius == 400 beh.set_attack_radius(100) assert beh.attack_radius == 100 assert beh.damage == 1 beh.set_damage(5) assert beh.damage == 5
def test_defence_tower_attack(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.DefenceTowerAttack() assert beh.name == 'DefenceTowerAttack' assert beh.attack_radius == 150 beh.set_attack_radius(100) assert beh.attack_radius == 100 assert beh.damage == 3 beh.set_damage(5) assert beh.damage == 5
def test_gold_manager(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.GoldManager() assert beh.name == 'GoldManager' beh.set_gold(100) assert beh.gold == 100 beh.change_gold(100) assert beh.gold == 200
def test_health_system(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.HealthSystem() beh.start(self.session, self.object) assert beh.health == 300 beh.set_health(400) assert beh.health == 400 beh.change_health(-200) assert beh.health == 200
def test_enemys_manager(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.Manager() beh.start(self.session, self.object) assert beh.name == 'Manager' assert beh.count_of_enemys == 0 assert beh.max_count_of_enemys == 0 assert beh.enemy_id == 0 beh.count_of_enemys_on_scene = 5 beh.on_destroy_enemy() assert beh.count_of_enemys_on_scene == 4
def test_scene_manager(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) self.session._add_game_object(s.GameObject('GoldManager', 0, 0, 0, 0)) beh = b.SceneManager() beh.start(self.session, self.object) beh.set_creating_object(self.object, 100) assert beh.name == 'SceneManager' assert beh.object == self.object assert not beh.tracking beh.start_tracking() assert beh.tracking
def test_label_for_create_object(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.VisibleGameObject('GameObject', 0, 0, 0, 0, p.join('Sprites', 'level_1.png')) self.object.add_behaviour(b.ValuableObject()) beh = b.LabelForCreateObject(self.object, p.join('Sprites', 'level_1.png')) gold_manager = s.InvisibleGameObject('GoldManager', 0, 0, 0, 0) gold_manager.add_behaviour(b.GoldManager()) scene_manager = s.SceneManager('SceneManager', 0, 0, 0, 0) self.session._add_game_object(gold_manager) self.session._add_game_object(scene_manager) beh.start(self.session, self.object) assert beh.object == self.object assert beh.name == 'LabelForCreateObject' assert beh.cost == self.object.\ get_component('ValuableObject').get_cost() assert beh.gold_manager == gold_manager.get_component('GoldManager') assert beh.scene_manager == scene_manager.get_component('SceneManager')
def test_move_point(self): self.session = GameEngine.GameSession(o.FirstSceneLoader(), True) self.object = s.GameObject('GameObject', 0, 0, 0, 0) beh = b.MovePoint() assert beh.name == 'MovePoint'