def test_ctor(self): s = draw.Sprite3D() self.assertEqual(s.z, 0) # rendering does not crash self.perspective() s.render()
def test_moveTo(self): s = draw.Sprite3D() s.moveTo(400, 300, 250) self.assertEqual(s.z, 250) # rendering does not crash self.perspective() s.render()
def test_moveBy(self): s = draw.Sprite3D() s.moveBy(400, 300, 250) s.moveBy(-200, -180, 50) self.assertEqual(s.x, 200) self.assertEqual(s.y, 120) self.assertEqual(s.z, 300) # rendering does not crash self.perspective() s.render()
def test_centerTo(self): s = draw.Sprite3D() s.centerTo(0.5, 0.5, 0.5) self.assertEqual(s.origin, (0.5, 0.5, 0.5))
weapon.texture = sword weapon.animator = draw.FrameAnimator(weapon, 4, 8) # demo terrain d = dungeon.Dungeon() d.loadFromFile('demo.txt') renderer.loadDungeon(d) vb = dungeon.VertexBuilder() #vb.no_walls() vb.loadFromDungeon(d) next_fps_update = 0 sprite1 = draw.Sprite3D() sprite1.moveTo(4.5, 0.0, 4.5) sprite1.centerTo(0.5, 0.0, 0.5) sprite1.texture = goblin sprite1.animator = draw.FrameAnimator(sprite1, 4, 8) sprite1.animator.start(loop=True) sprite2 = draw.Sprite3D() sprite2.resize(0.5, 0.5) sprite2.moveTo(5.0, 0.0, 4.0) sprite2.centerTo(0.5, 0.0, 0.5) sprite2.texture = bag sprite3 = draw.Sprite3D() sprite3.moveTo(4.0, 0.0, 4.0) sprite3.centerTo(0.5, 0.0, 0.5)