def test_create_sequence(self): stage = Stage() stage.num_frames = 100 star = Star('star', color='red', pos=(0, 0)) stage.add_actor(star) stage.add_action(Move(star, 0, 100, stage.refs['bottom_right'])) bob = Square('bob', pos=stage.refs['center']) stage.add_actor(bob) stage.add_action(Land(bob, 0, 100, (stage.width, stage.height // 2))) for frame in range(0, stage.num_frames): stage.draw(frame)
def test_colorize_on_pygame(self): engine = PyGameEngine() stage = Stage(engine) stage.num_frames = 75 for row in range(50, 780, 100): for col in range(50, 1280, 100): name = 'bob{}x{}'.format(col, row) actor = Square( name, color=colors.random_color(), pos=(col, row), side=90, ) stage.add_actor(actor) stage.add_action( actions.Colorize(actor, 5, 70, colors.random_color())) for frame in range(stage.num_frames): stage.draw(frame)
def test_create_sequence(self): s = Stage(PyGameEngine()) s.num_frames = 100 star = Star('star', color='gold', pos=(1280, 720), radius=20) s.add_actor(star) bob = Square('bob', pos=(0, s.height // 2)) s.add_actor(bob) dice = Dice('D1', pos=(400, 400)) s.add_actor(dice) mf = Bitmap('mf', 'mf.png', pos=(200, 200)) s.add_actor(mf) sch = Scheduler() sch.add_action(Move(star, 0, 100, (0, 0))) sch.add_action(Swing(mf, 0, 100, (1080, 520))) sch.add_action(Land(bob, 0, 100, Vector(s.width, s.height // 2))) for frame in range(0, 100): s.draw(frame) sch.next()
def test_sequence(self): sch = Scheduler() s = Stage(PyGameEngine()) s.num_frames = 80 middle = s.height // 2 dice1 = Dice('D1', num=1) dice1.place(1 * s.width // 7, middle) sch.add_action( Land(dice1, 0, 60, Vector(1 * s.width // 7, s.height - 50))) sch.add_action(Swing(dice1, 60, 80, dice1.initial_state['pos'])) s.add_actor(dice1) dice2 = Dice('D2', num=2) dice2.place(2 * s.width // 7, middle) sch.add_action( Fall(dice2, 0, 60, Vector(2 * s.width // 7, s.height - 50))) sch.add_action(Swing(dice2, 60, 80, dice2.initial_state['pos'])) s.add_actor(dice2) dice3 = Dice('D3', num=3) dice3.place(3 * s.width // 7, middle) sch.add_action(Fall(dice3, 0, 60, Vector(3 * s.width // 7, 50))) sch.add_action(Swing(dice3, 60, 80, dice3.initial_state['pos'])) s.add_actor(dice3) dice4 = Dice('D4', num=4) dice4.place(4 * s.width // 7, middle) sch.add_action(Land(dice4, 0, 60, Vector(4 * s.width // 7, 50))) sch.add_action(Swing(dice4, 60, 80, dice4.initial_state['pos'])) s.add_actor(dice4) dice5 = Dice('D5', num=5) dice5.place(5 * s.width // 7, middle) sch.add_action( Move(dice5, 0, 60, Vector(5 * s.width // 7, s.height - 50))) sch.add_action(Swing(dice5, 60, 80, dice5.initial_state['pos'])) s.add_actor(dice5) dice6 = Dice('D6', num=6) dice6.place(6 * s.width // 7, middle) sch.add_action(Move(dice6, 0, 60, Vector(6 * s.width // 7, 50))) sch.add_action(Swing(dice6, 60, 80, dice6.initial_state['pos'])) s.add_actor(dice6) t1 = Label( 'Texto1', pos=(s.width // 2, 50), color='gold', width=200, height=100, ) for i in range(0, 81, 20): fall_pos = vectors.get_random_position_vector(s.width, s.height) land_pos = vectors.get_random_position_vector(s.width, s.height) sch.add_action(Land(t1, i, i + 25, fall_pos)) sch.add_action(Fall(t1, i, i + 25, land_pos)) s.add_actors(t1) for frame in range(0, 100): s.draw(frame) sch.next()