コード例 #1
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
class StorageTest(unittest.TestCase):
    @patch('wasabi2d.storage.os.path.exists')
    def setUp(self, exists_mock):
        exists_mock.return_value = True
        self.storage = Storage('asdf')

    @patch('builtins.open', mock.mock_open(read_data='{"a": "hello"}'))
    def test_get(self):
        self.storage.load()
        self.assertEqual(self.storage['a'], 'hello')
コード例 #2
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
    def test_invalid_list_item(self):
        """We can report the index of an unserialisable list item."""
        obj = {'items': [1, 5, threading.Lock()]}

        result = sorted(Storage._get_json_error_keys(obj))
        self.assertEqual(result, [
            ("storage['items'][2]", '_thread.lock'),
        ])
コード例 #3
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
    def test_dict_with_nested_dicts_errors(self):
        subobj0 = {'this_key_fails': object()}
        subobj1 = {'a': 10, 'b': {1, 2, 3}, 'c': 30, 'obj': subobj0}
        subobj2 = {'player_name': 'Daniel', 'level': 20, 'states': subobj1}
        obj = {'game': 'my_game', 'state': subobj2}

        result = sorted(Storage._get_json_error_keys(obj))
        self.assertEqual(result, [
            ("storage['state']['states']['b']", 'set'),
            ("storage['state']['states']['obj']['this_key_fails']", 'object'),
        ])
コード例 #4
0
    def __init__(self):
        self.scene = Scene(title='Cast Away!',
                           icon='logo',
                           width=800,
                           height=600)
        self.scene.background = 0.9, 0.9, 1.0
        self.activity = None

        self.fade_layer = self.scene.layers[30]
        self.info_layer1 = self.scene.layers[31]
        self.info_layer2 = self.scene.layers[32]
        self.missile_mask = self.scene.layers[40]

        self.action_layers = chain.LayerRange(stop=5)
        self.fade_layers = chain.Layers([30])
        self.info_layers = chain.Layers([31, 32])
        self.island_layers = [
            chain.Layers([6]),
            chain.Mask(
                paint=chain.Fill((0, 0, .2, .5)),
                mask=chain.Layers([7]),
                function='inside',
            ),
            chain.LayerRange(start=8, stop=11),
        ]
        self.info_node = InfoNode(self.info_layers)

        self.input_locked = False

        self.island = None
        self.info = Info(self, self.info_layer1, self.info_layer2)
        self.island = Island(self)

        self.scene.chain = [
            self.action_layers,
            self.info_node,
        ]

        self.info_layer1.set_effect('dropshadow',
                                    radius=3,
                                    offset=(0, 0),
                                    opacity=3)

        self.fade_circ = self.fade_layer.add_sprite(
            'blur_circle',
            scale=hypot(self.scene.width, self.scene.height) // 2 / 50,
            pos=(self.scene.width // 2, self.scene.height * 0.55),
        )
        self.fade_rect = self.fade_layer.add_rect(
            self.scene.width * 3,
            self.scene.height * 3,
            color=(0, 0, 0, 0),
        )

        self.storage = Storage('mufl_castaway.json')
        self.storage.load()
        self.info.load(self.storage)

        if self.info.food > 0:
            self.return_to_island()
            set_music('main')
        else:
            self.go_do(None, from_island=False)
            set_music('intro')
コード例 #5
0
class Game:
    def __init__(self):
        self.scene = Scene(title='Cast Away!',
                           icon='logo',
                           width=800,
                           height=600)
        self.scene.background = 0.9, 0.9, 1.0
        self.activity = None

        self.fade_layer = self.scene.layers[30]
        self.info_layer1 = self.scene.layers[31]
        self.info_layer2 = self.scene.layers[32]
        self.missile_mask = self.scene.layers[40]

        self.action_layers = chain.LayerRange(stop=5)
        self.fade_layers = chain.Layers([30])
        self.info_layers = chain.Layers([31, 32])
        self.island_layers = [
            chain.Layers([6]),
            chain.Mask(
                paint=chain.Fill((0, 0, .2, .5)),
                mask=chain.Layers([7]),
                function='inside',
            ),
            chain.LayerRange(start=8, stop=11),
        ]
        self.info_node = InfoNode(self.info_layers)

        self.input_locked = False

        self.island = None
        self.info = Info(self, self.info_layer1, self.info_layer2)
        self.island = Island(self)

        self.scene.chain = [
            self.action_layers,
            self.info_node,
        ]

        self.info_layer1.set_effect('dropshadow',
                                    radius=3,
                                    offset=(0, 0),
                                    opacity=3)

        self.fade_circ = self.fade_layer.add_sprite(
            'blur_circle',
            scale=hypot(self.scene.width, self.scene.height) // 2 / 50,
            pos=(self.scene.width // 2, self.scene.height * 0.55),
        )
        self.fade_rect = self.fade_layer.add_rect(
            self.scene.width * 3,
            self.scene.height * 3,
            color=(0, 0, 0, 0),
        )

        self.storage = Storage('mufl_castaway.json')
        self.storage.load()
        self.info.load(self.storage)

        if self.info.food > 0:
            self.return_to_island()
            set_music('main')
        else:
            self.go_do(None, from_island=False)
            set_music('intro')

    def set_missile_chain(self):
        fill = chain.Fill((0, 0, 0, 1))
        self.scene.chain = [
            chain.Fill((0.835, 0.964, 1, 1)),
            chain.Layers([6]),
            chain.Mask(
                paint=chain.Fill((0, 0, .2, .5)),
                mask=chain.Layers([7]),
                function='inside',
            ),
            chain.Mask(
                paint=[chain.LayerRange(start=8, stop=11), self.info_node],
                mask=fill,
            ),
            chain.Layers([1, 2]),
        ]
        return fill

    def set_molten_chain(self):
        self.scene.layers.pop(40, None)
        self.scene.chain = [
            self.action_layers,
            chain.Mask(
                paint=[chain.Fill((0.607, 0.592, 0.235)),
                       chain.Layers([40])],
                mask=chain.Layers([1]),
            ),
            self.info_node,
        ]
        return self.scene.layers[40]

    def go_do(self, idx, from_island=True):
        if idx == 4 and self.info.message_assembled:
            set_music('win')
            self.island.fire_missile()
            return
        if idx is not None:
            self.info.food -= 1
        play_sound('menu-select')
        self.activity = None
        for i in range(5):
            self.scene.layers.pop(i, None)

        async def coro():
            self.input_locked = True
            try:
                if from_island:
                    self.scene.chain = [
                        *self.island_layers,
                        self.fade_layers,
                        self.info_node,
                    ]
                self.fade_circ.color = (0, 0, 0, 0)
                self.fade_rect.color = (0, 0, 0, 0)
                await animate(self.fade_rect,
                              color=(0, 0, 0, 1),
                              duration=0.25,
                              tween='accelerate')
                black = clock.coro.sleep(0.25)
                if idx == None:
                    self.go_intro()
                elif idx == 0:
                    self.go_fish()
                elif idx == 1:
                    self.go_dice()
                elif idx == 2:
                    if self.info.things_full:
                        self.go_castaway()
                    else:
                        self.go_burrow()
                elif idx == 3:
                    self.go_shadow()
                elif idx == 4:
                    self.go_ask()
                else:
                    await black
                    print('ERROR, unknown action')
                    self.return_to_island()
                    return
                self.scene.chain = [
                    self.action_layers,
                    self.fade_layers,
                    self.info_node,
                ]
                set_music(getattr(self.activity, 'music_track', None))
                await black
                await animate(self.fade_rect,
                              color=(0, 0, 0, 0),
                              duration=0.25,
                              tween='accelerate')
                self.fade_rect.color = (0, 0, 0, 0)
                self.scene.chain = [
                    self.action_layers,
                    self.info_node,
                ]
            finally:
                self.input_locked = False

        clock.coro.run(coro())

    def go_fish(self):
        self.activity = Fishing(
            self,
            on_finish=self.finish_activity,
        )

    def go_dice(self):
        self.activity = DiceThrowing(
            self,
            on_finish=self.finish_activity,
        )

    def go_burrow(self):
        self.activity = Burrowing(self)

    def go_shadow(self):
        self.activity = Shadowing(self)

    def go_ask(self):
        self.activity = AskMissile(self)

    def go_castaway(self):
        self.activity = CastAway(self)

    def go_intro(self):
        self.activity = Intro(self)

    def save(self):
        self.info.save(self.storage)

        # TODO: report bug!  -- self.storage._ensure_save_path()
        storage_path = self.storage.STORAGE_DIR
        try:
            os.makedirs(storage_path)
        except (FileExistsError, IsADirectoryError):
            pass

        self.storage.save()

    def return_to_island(self):
        if self.activity:
            self.activity.active = False
        self.save()
        self.scene.layers.pop(40, None)
        self.activity = self.island
        self.scene.chain = [
            *self.island_layers,
            self.info_node,
        ]
        self.island.reset()

    def finish_activity(self,
                        speedup=1,
                        superfast=False,
                        extra_delay=4,
                        **bonus):
        old_activity = self.activity
        self.activity = None
        set_music('main')
        self.save()

        async def coro():
            self.input_locked = True
            try:
                if speedup == 1:
                    tween = 'accelerate'
                    efs = getattr(self.activity, 'end_fadeout_scale', 100 / 64)
                else:
                    tween = 'linear'
                    efs = 0
                self.fade_circ.color = (0, 0, 0, 1)
                self.fade_circ.scale = hypot(self.scene.width,
                                             self.scene.height) // 2 / 50
                ani = animate(self.fade_circ,
                              scale=efs,
                              duration=5 / speedup,
                              tween=tween)
                self.scene.chain = [
                    chain.Fill(color=(.1, .1, .1, 1)),
                    chain.Mask(
                        mask=self.fade_layers,
                        paint=[
                            chain.Fill(color=self.scene.background),
                            self.action_layers
                        ],
                    ),
                    self.info_node,
                ]
                if extra_delay:
                    await clock.coro.sleep(extra_delay)
                self.info.give(sleep=1, **bonus)
                await ani
                if old_activity:
                    old_activity.active = False
                if self.fade_circ.scale:
                    await clock.coro.sleep(1)
                    await animate(self.fade_circ,
                                  scale=0,
                                  duration=self.fade_circ.scale,
                                  tween='accelerate')
                self.scene.chain = [
                    *self.island_layers,
                    self.fade_layers,
                    self.info_node,
                ]
                self.fade_rect.color = (0, 0, 0, 1)
                await animate(self.fade_rect,
                              color=(0, 0, 0, 0),
                              duration=0.25,
                              tween='accelerate')
                for i in range(5):
                    self.scene.layers.pop(i, None)
            finally:
                self.input_locked = False
            self.return_to_island()

        clock.coro.run(coro())

    def abort_activity(self, return_food=True, deselect=False, on_done=None):
        if return_food:
            self.info.food += 1
        self.activity = None
        set_music('main')
        self.save()

        async def coro():
            self.input_locked = True
            try:
                self.scene.chain = [
                    self.action_layers,
                    self.fade_layers,
                    self.info_node,
                ]
                self.fade_circ.color = (0, 0, 0, 0)
                self.fade_rect.color = (0, 0, 0, 0)
                await animate(self.fade_rect,
                              color=(0, 0, 0, 1),
                              duration=0.25,
                              tween='accelerate')
                black = clock.coro.sleep(0.25)
                for i in range(5):
                    self.scene.layers.pop(i, None)
                self.scene.chain = [
                    *self.island_layers,
                    self.fade_layers,
                    self.info_node,
                ]
                self.activity = self.island
                self.island.reset()
                await black
                await animate(self.fade_rect,
                              color=(0, 0, 0, 0),
                              duration=0.25,
                              tween='accelerate')
                self.scene.chain = [
                    *self.island_layers,
                    self.info_node,
                ]
            finally:
                self.input_locked = False
            if on_done:
                on_done()

        clock.coro.run(coro())
        if deselect:
            self.island.deselect()

    def on_key_down(self, key):
        if self.input_locked:
            return
        try:
            on_key_down = self.activity.on_key_down
        except AttributeError:
            pass
        else:
            return on_key_down(key)

    def on_key_up(self, key):
        if self.input_locked:
            return
        try:
            on_key_up = self.activity.on_key_up
        except AttributeError:
            pass
        else:
            return on_key_up(key)
コード例 #6
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
    def test_dict_with_no_errors(self):
        obj = {'level': 10, 'player_name': 'Daniel'}

        result = list(Storage._get_json_error_keys(obj))
        self.assertEqual(result, [])
コード例 #7
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
 def setUp(self, exists_mock):
     exists_mock.return_value = True
     self.storage = Storage('asdf')
コード例 #8
0
ファイル: test_storage.py プロジェクト: tjguk/wasabi2d
    def test_dict_with_errors(self):
        obj = {'level': 10, 'player_name': 'Daniel', 'obj': object()}

        result = list(Storage._get_json_error_keys(obj))
        self.assertEqual(result, [("storage['obj']", "object")])