self.assertEqual(obj, jbo) elif testname == 'del': killer = getattr(db, 'del' + suf) writer(*mkargs) self.assertTrue(knower(*keytup)) killer(*keytup) self.assertFalse(knower(*keytup)) def runTest(self): testl = ['make', 'save', 'get', 'del', 'make'] db = Database(":memory:", default.stubs) db.mkschema() tabkey = [('place', default.places, Place), ('portal', default.portals, Portal), ('thing', default.things, Thing), ('color', default.colors, Color), ('style', default.styles, Style), ('attribute', default.attributes, AttrCheck), ('attribution', default.attributions, Attribution)] for pair in tabkey: suf = pair[0] for val in pair[1]: for test in testl: print "Testing %s%s" % (test, suf) self.testSomething(db, suf, pair[2], val[0], val[1], test) db = Database(":memory:") db.mkschema() db.insert_defaults(default)
s = pyglet.sprite.Sprite(pawn.img, x - pawn.r, y, batch=self.batch, group=self.pawngroup) else: dim = pawn.board.dimension locn = pawn.thing.location.name spot = self.db.spotdict[dim][locn] # Pawns are centered horizontally, but not vertically, on # the spot they stand. This prevents them from covering # the spot overmuch while still making them look like # they're "on top" of the spot. x = spot.x y = spot.y s = pyglet.sprite.Sprite(pawn.img, x - pawn.r, y, batch=self.batch, group=self.pawngroup) self.drawn[pawn] = s def pawns_on(self, spot): return [thing.pawn for thing in self.db.things_in_place(spot.place)] db = Database(":memory:") db.mkschema() db.insert_defaults() gamestate = GameState(db) gw = GameWindow(db, gamestate, "Physical") gamespeed = 1 / 60.0 # pyglet.clock.schedule_interval(gamestate.update, gamespeed, gamespeed) pyglet.app.run()