def test_moveAs2Key(self): pygame.init() screen = PygScreen() screen.setSize(10,10) ballObj = BallObj() ballObj.setObj("img/ball.bmp") ballObj.setRect() # Leftキーが押された時speedXが1減算 ballObj.setSpeed( 1,1 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_LEFT] = 1 ballObj.moveAs2Key( pressed_keys_cp ) self.assertTrue( [0,1] == ballObj.getSpeed() ) # Rightキーが押された時speedXが1加算 ballObj.setSpeed( 1,1 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_RIGHT] = 1 ballObj.moveAs2Key( pressed_keys_cp ) self.assertTrue( [2,1] == ballObj.getSpeed() ) # Upキーが押された時initSpeedが1加算 ballObj.setInitSpeed( 5 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_UP] = 1 ballObj.moveAs2Key( pressed_keys_cp ) self.assertTrue( 6 == ballObj.getInitSpeed() ) # Upキーが押された時initSpeedが1加算 ballObj.setInitSpeed( 20 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_UP] = 1 ballObj.moveAs2Key( pressed_keys_cp ) self.assertTrue( 20 == ballObj.getInitSpeed() ) # Downキーが押された時initSpeedが1加算 ballObj.setInitSpeed( 1 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_DOWN] = 1 ballObj.moveAs2Key( pressed_keys_cp ) print "test initspeed "+str(ballObj.getInitSpeed()) self.assertTrue( 0 == ballObj.getInitSpeed() ) # Downキーが押された時initSpeedが1加算 # initSpeedは0以下にならない ballObj.setInitSpeed( 0 ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_DOWN] = 1 ballObj.moveAs2Key( pressed_keys_cp ) print "test initspeed "+str(ballObj.getInitSpeed()) self.assertTrue( 0 == ballObj.getInitSpeed() )
def test_moveAs2Key(self): pygame.init() screen = PygScreen() screen.setSize(10, 10) ballObj = BallObj() ballObj.setObj("img/ball.bmp") ballObj.setRect() # Leftキーが押された時speedXが1減算 ballObj.setSpeed(1, 1) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_LEFT] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue([0, 1] == ballObj.getSpeed()) # Rightキーが押された時speedXが1加算 ballObj.setSpeed(1, 1) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_RIGHT] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue([2, 1] == ballObj.getSpeed()) # Upキーが押された時initSpeedが1加算 ballObj.setInitSpeed(5) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_UP] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue(6 == ballObj.getInitSpeed()) # Upキーが押された時initSpeedが1加算 ballObj.setInitSpeed(20) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_UP] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue(20 == ballObj.getInitSpeed()) # Downキーが押された時initSpeedが1加算 ballObj.setInitSpeed(1) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_DOWN] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue(0 == ballObj.getInitSpeed()) # Downキーが押された時initSpeedが1加算 # initSpeedは0以下にならない ballObj.setInitSpeed(0) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) pressed_keys_cp[K_DOWN] = 1 ballObj.moveAs2Key(pressed_keys_cp) self.assertTrue(0 == ballObj.getInitSpeed())
def isCorrectSpeedChange(self, position, speed_before, key, speed_after): # init object. pygame.init() screen = PygScreen() screen.setSize(100, 100) ball = BallObj() ball.setObj(self.sysData.ballBmp) ball.setRect() # 判定処理 ball.setBallrectLeft(position[0]) ball.setBallrectBottom(position[1]) ball.setSpeed(speed_before[0], speed_before[1]) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) if key != None: pressed_keys_cp[key] = 1 ball.decideBallPosition(pressed_keys_cp, screen.getSize()) return speed_after == ball.getSpeed()
def isCorrectSpeedChange( self, position, speed_before, key, speed_after ): # init object. pygame.init() screen = PygScreen() screen.setSize(100,100) ball = BallObj() ball.setObj( self.sysData.ballBmp ) ball.setRect() # 判定処理 ball.setBallrectLeft( position[0] ) ball.setBallrectBottom( position[1] ) ball.setSpeed( speed_before[0], speed_before[1] ) pressed_keys_cp = \ self.makeListFromKeyTuple( pygame.key.get_pressed() ) if key != None: pressed_keys_cp[key] = 1 ball.decideBallPosition( pressed_keys_cp, screen.getSize() ) return speed_after == ball.getSpeed()