class TestInventoryWindow(TestCase): """ Test Python3 base64.b64encode """ def setUp(self): '''Creates the instance''' imagesdata = farmlib.images["imagesdata"] self.images = ImageLoader(imagesdata) self.gamemanager = GameManager() self.player = self.gamemanager.getplayer() self.inventor = InventoryWindow(self.images, self.player) def test_ismodified(self): """test ismodified :return: """ self.inventor.lchecksum = b'ABC' self.assertEqual(self.inventor.ismodified(), True) base64.b64encode(bytes(self.player.inventory)) checksum = base64.b64encode(bytes(self.player.inventory)) print(checksum) checksum = base64.b64encode( checksum + bytes(str(self.player.itemscounter).encode())) self.inventor.lchecksum = checksum print(checksum) self.assertEqual(self.inventor.ismodified(), False) self.assertEqual(self.inventor.lchecksum, checksum) print(checksum)
def setUp(self): '''Creates the instance''' imagesdata = farmlib.images["imagesdata"] self.images = ImageLoader(imagesdata) self.gamemanager = GameManager() self.player = self.gamemanager.getplayer() self.inventor = InventoryWindow(self.images, self.player)
class TestInventoryWindow(TestCase): """ Test Python3 base64.b64encode """ def setUp(self): '''Creates the QApplication instance''' imagesdata = farmlib.images["imagesdata"] self.images = ImageLoader(imagesdata) self.gamemanager = GameManager() self.player = self.gamemanager.getplayer() self.inventor = InventoryWindow(self.images, self.player) def test_ismodified(self): """test ismodified :return: """ self.inventor.lchecksum = b'ABC' self.assertEqual(self.inventor.ismodified(), True) print(self.player.inventory, bytes(self.player.inventory)) print(self.player.itemscounter) print(bytes(str(self.player.itemscounter).encode())) base64.b64encode(bytes(self.player.inventory)) checksum = base64.b64encode(bytes(self.player.inventory)) print(checksum) checksum = base64.b64encode( checksum + bytes(str(self.player.itemscounter).encode())) self.inventor.lchecksum = checksum print(checksum) self.assertEqual(self.inventor.ismodified(), False) self.assertEqual(self.inventor.lchecksum, checksum) print(checksum)
def setUp(self): """Creates the QApplication instance""" imagesdata = farmlib.images["imagesdata"] self.images = ImageLoader(imagesdata) self.gamemanager = GameManager() self.player = self.gamemanager.getplayer() self.inventor = InventoryWindow(self.images, self.player)
def __init__(self): Window.__init__(self, (800, 600), (0, 0)) self.lazyscreen = None # Create gamemanager self.gamemanager = GameManager() # timers self.eventstimer = Timer() self.updatetimer = Timer() self.images = ImageLoader(imagesdata) self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12) self.font2 = pygame.font.Font("dejavusansmono.ttf", 18) # Install plugins self.coreplugin = PluginSystem.installPlugin(CorePlugin) self.coreplugin.gamewindow = self # background image bgimg = Image(self.images['background'], (0, 0)) self.addwidget(bgimg) # Create inventory window player = self.gamemanager.getplayer() self.inventorywindow = InventoryWindow(self.images, player) self.inventorywindow.hide() # create market window self.sellwindow = MarketWindow((400, 400), self.images, player, self.gamemanager) self.sellwindow.gamewindow = self # Market button marketbutton = Button("", (800 - 42, 10), bgimage=self.images['marketbutton']) marketbutton.connect("clicked", self.toggle_market) self.addwidget(marketbutton) # Inventory button inventorybutton = Button("", (800 - 42, 52), bgimage=self.images['inventorybutton']) inventorybutton.connect("clicked", self.toggle_inventory) self.addwidget(inventorybutton) # Create help window self.helpwindow = HelpWindow((500, 300)) # Create expbar self.expbar = ExpBar(player) self.addwidget(self.expbar) # labels self.moneylabel = Label("", (400, 5), align="center") self.addwidget(self.moneylabel) # Label for version versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580)) self.addwidget(versionlabel) # Is game running? self.running = False # Farm position offset (to center map) self.farmoffset = (212, 50) # Temp image for farmfield redraw if not modified self.tempfarmimage = None
class GameWindow(Window): def __init__(self): Window.__init__(self, (800, 600), (0, 0)) self.lazyscreen = None # Create gamemanager self.gamemanager = GameManager() # timers self.eventstimer = Timer() self.updatetimer = Timer() self.images = ImageLoader(imagesdata) self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12) self.font2 = pygame.font.Font("dejavusansmono.ttf", 18) # Install plugins self.coreplugin = PluginSystem.installPlugin(CorePlugin) self.coreplugin.gamewindow = self # background image bgimg = Image(self.images['background'], (0, 0)) self.addwidget(bgimg) # Create inventory window player = self.gamemanager.getplayer() self.inventorywindow = InventoryWindow(self.images, player) self.inventorywindow.hide() # create market window self.sellwindow = MarketWindow((400, 400), self.images, player, self.gamemanager) self.sellwindow.gamewindow = self # Market button marketbutton = Button("", (800 - 42, 10), bgimage=self.images['marketbutton']) marketbutton.connect("clicked", self.toggle_market) self.addwidget(marketbutton) # Inventory button inventorybutton = Button("", (800 - 42, 52), bgimage=self.images['inventorybutton']) inventorybutton.connect("clicked", self.toggle_inventory) self.addwidget(inventorybutton) # Create help window self.helpwindow = HelpWindow((500, 300)) # Create expbar self.expbar = ExpBar(player) self.addwidget(self.expbar) # labels self.moneylabel = Label("", (400, 5), align="center") self.addwidget(self.moneylabel) # Label for version versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580)) self.addwidget(versionlabel) # Is game running? self.running = False # Farm position offset (to center map) self.farmoffset = (212, 50) # Temp image for farmfield redraw if not modified self.tempfarmimage = None def update(self): """Update farm""" Window.update(self) self.eventstimer.tick() self.updatetimer.tick() # update inventory self.inventorywindow.update() # Update game 20 times per second if self.updatetimer.tickpassed(20): self.gamemanager.update() # update inventory when changed self.update_current_money() if self.inventorywindow.ismodified(): self.recreate_inventory() def update_current_money(self): player = self.gamemanager.getplayer() # Render current money text = "Money: $%s " % player.money self.moneylabel.settext(text) def recreate_inventory(self): self.inventorywindow.create_gui() def handle_farmfield_events(self, event): # Mouse motion mx, my = pygame.mouse.get_pos() player = self.gamemanager.getplayer() # left mouse button if pygame.mouse.get_pressed()[0] == 1: pos = self.get_farmtile_pos_under_mouse() if pos: # Emit toolused event PluginSystem.emit_event("toolused", position=pos, gamemanager=self.gamemanager) # events for tools if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # events for tools for tool in TOOLS: index = TOOLS.index(tool) rect = (10 + 50 * index, 10, 48, 48) if pygame.Rect(rect).collidepoint((mx, my)): farmlib.clicksound.play() player.selectedtool = tool def toggle_market(self, widget): self.inventorywindow.hide() self.sellwindow.togglevisible() def toggle_inventory(self, widget): self.sellwindow.hide() self.inventorywindow.togglevisible() def active_game_events(self, event): player = self.gamemanager.getplayer() if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: player.selectedtool = "harvest" if event.key == pygame.K_2: player.selectedtool = "plant" if event.key == pygame.K_3: player.selectedtool = "watering" if event.key == pygame.K_4: player.selectedtool = "shovel" if event.key == pygame.K_5: player.selectedtool = "pickaxe" if event.key == pygame.K_6: player.selectedtool = "axe" def events(self): """Events handler""" for event in pygame.event.get(): # poll events to market window self.sellwindow.poll_event(event) # poll events to inventory window self.inventorywindow.poll_event(event) # gamewindow events self.poll_event(event) if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # ESC close market window or exit from game if self.sellwindow.visible: self.sellwindow.hide() elif self.inventorywindow.visible: self.inventorywindow.hide() else: self.go_to_main_menu() # Events only for active game if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.active_game_events(event) # Windows toggle buttons if event.key == pygame.K_s: self.toggle_market(None) if event.key == pygame.K_i: self.toggle_inventory(None) self.recreate_inventory() if event.key == pygame.K_m: if farmlib.clicksound.get_volume() == 0.0: farmlib.clicksound.set_volume(1.0) else: farmlib.clicksound.set_volume(0.0) # help window key if event.key == pygame.K_h: self.sellwindow.hide() self.inventorywindow.hide() self.helpwindow.togglevisible() # previous farm key if event.key == pygame.K_z: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid > 0: self.gamemanager.setcurrentfarm(currfarmid - 1) farm = self.gamemanager.getfarm() farm.markmodified() # next farm key if event.key == pygame.K_x: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid < farmcount - 1: self.gamemanager.setcurrentfarm(currfarmid + 1) farm = self.gamemanager.getfarm() farm.markmodified() # others events if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.handle_farmfield_events(event) def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images ) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen) def get_farmtile_pos_under_mouse(self): """Get FarmTile position under mouse""" mx, my = pygame.mouse.get_pos() mx -= 150 + 32 + self.farmoffset[0] my -= self.farmoffset[1] xx, yy = self.screen2iso(mx, my) if xx < 0 or yy < 0 or xx > 11 or yy > 11: return None else: xx = min(12 - 1, xx) yy = min(12 - 1, yy) return (xx, yy) def get_farmobject_under_cursor(self): """Get Seed under mouse cursor""" pos = self.get_farmtile_pos_under_mouse() if pos: return self.farm.get_farmobject(pos[0], pos[1]) return None def iso2screen(self, x, y): xx = (x - y) * (64 / 2) yy = (x + y) * (32 / 2) return xx, yy def screen2iso(self, x, y): x = x / 2 xx = (y + x) / (32) yy = (y - x) / (32) return xx, yy def go_to_main_menu(self): self.deinit() from farmlib.menuwindow import MenuWindow self.parent.set_active_screen(MenuWindow()) self.parent.inmenu = True self.parent.ingame = False def init(self): self.running = True # Load game result = self.gamemanager.loadgame() if not result: self.gamemanager.start_new_game() print("No save game found. Starting new one") # Forward time to match gametime self.gamemanager.timeforward() def deinit(self): # stop game self.running = False self.gamemanager.savegame()
def setUp(self): '''Creates the instance''' imagesdata = farmlib.images["imagesdata"] self.images = ImageLoader(imagesdata) self.gamemanager = GameManager() self.farm = FarmField(self.gamemanager)
class GameWindow(Window): def __init__(self): Window.__init__(self, (800, 600), (0, 0)) self.lazyscreen = None # Create gamemanager self.gamemanager = GameManager() # timers self.eventstimer = Timer() self.updatetimer = Timer() self.images = ImageLoader(imagesdata) self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12) self.font2 = pygame.font.Font("dejavusansmono.ttf", 18) # Install plugins self.coreplugin = PluginSystem.installPlugin(CorePlugin) self.coreplugin.gamewindow = self # background image bgimg = Image(self.images['background'], (0, 0)) self.addwidget(bgimg) # Create inventory window player = self.gamemanager.getplayer() self.inventorywindow = InventoryWindow(self.images, player) self.inventorywindow.hide() # create market window self.sellwindow = MarketWindow((400, 400), self.images, player, self.gamemanager) self.sellwindow.gamewindow = self # Market button marketbutton = Button("", (800 - 42, 10), bgimage=self.images['marketbutton']) marketbutton.connect("clicked", self.toggle_market) self.addwidget(marketbutton) # Inventory button inventorybutton = Button("", (800 - 42, 52), bgimage=self.images['inventorybutton']) inventorybutton.connect("clicked", self.toggle_inventory) self.addwidget(inventorybutton) # Create help window self.helpwindow = HelpWindow((500, 300)) # Create expbar self.expbar = ExpBar(player) self.addwidget(self.expbar) # labels self.moneylabel = Label("", (400, 5), align="center") self.addwidget(self.moneylabel) # Label for version versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580)) self.addwidget(versionlabel) # Is game running? self.running = False # Farm position offset (to center map) self.farmoffset = (212, 50) # Temp image for farmfield redraw if not modified self.tempfarmimage = None def update(self): """Update farm""" Window.update(self) self.eventstimer.tick() self.updatetimer.tick() # update inventory self.inventorywindow.update() # Update game 20 times per second if self.updatetimer.tickpassed(20): self.gamemanager.update() # update inventory when changed self.update_current_money() if self.inventorywindow.ismodified(): self.recreate_inventory() def update_current_money(self): player = self.gamemanager.getplayer() # Render current money text = "Money: $%s " % player.money self.moneylabel.settext(text) def recreate_inventory(self): self.inventorywindow.create_gui() def handle_farmfield_events(self, event): # Mouse motion mx, my = pygame.mouse.get_pos() player = self.gamemanager.getplayer() # left mouse button if pygame.mouse.get_pressed()[0] == 1: pos = self.get_farmtile_pos_under_mouse() if pos: # Emit toolused event PluginSystem.emit_event("toolused", position=pos, gamemanager=self.gamemanager) # events for tools if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # events for tools for tool in TOOLS: index = TOOLS.index(tool) rect = (10 + 50 * index, 10, 48, 48) if pygame.Rect(rect).collidepoint((mx, my)): farmlib.clicksound.play() player.selectedtool = tool def toggle_market(self, widget): self.inventorywindow.hide() self.sellwindow.togglevisible() def toggle_inventory(self, widget): self.sellwindow.hide() self.inventorywindow.togglevisible() def active_game_events(self, event): player = self.gamemanager.getplayer() if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: player.selectedtool = "harvest" if event.key == pygame.K_2: player.selectedtool = "plant" if event.key == pygame.K_3: player.selectedtool = "watering" if event.key == pygame.K_4: player.selectedtool = "shovel" if event.key == pygame.K_5: player.selectedtool = "pickaxe" if event.key == pygame.K_6: player.selectedtool = "axe" def events(self): """Events handler""" for event in pygame.event.get(): # poll events to market window self.sellwindow.poll_event(event) # poll events to inventory window self.inventorywindow.poll_event(event) # gamewindow events self.poll_event(event) if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # ESC close market window or exit from game if self.sellwindow.visible: self.sellwindow.hide() elif self.inventorywindow.visible: self.inventorywindow.hide() else: self.go_to_main_menu() # Events only for active game if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.active_game_events(event) # Windows toggle buttons if event.key == pygame.K_s: self.toggle_market(None) if event.key == pygame.K_i: self.toggle_inventory(None) self.recreate_inventory() if event.key == pygame.K_m: if farmlib.clicksound.get_volume() == 0.0: farmlib.clicksound.set_volume(1.0) else: farmlib.clicksound.set_volume(0.0) # help window key if event.key == pygame.K_h: self.sellwindow.hide() self.inventorywindow.hide() self.helpwindow.togglevisible() # previous farm key if event.key == pygame.K_z: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid > 0: self.gamemanager.setcurrentfarm(currfarmid - 1) farm = self.gamemanager.getfarm() farm.markmodified() # next farm key if event.key == pygame.K_x: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid < farmcount - 1: self.gamemanager.setcurrentfarm(currfarmid + 1) farm = self.gamemanager.getfarm() farm.markmodified() # others events if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.handle_farmfield_events(event) def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen) def get_farmtile_pos_under_mouse(self): """Get FarmTile position under mouse""" mx, my = pygame.mouse.get_pos() mx -= 150 + 32 + self.farmoffset[0] my -= self.farmoffset[1] xx, yy = self.screen2iso(mx, my) if xx < 0 or yy < 0 or xx > 11 or yy > 11: return None else: xx = min(12 - 1, xx) yy = min(12 - 1, yy) return (xx, yy) def get_farmobject_under_cursor(self): """Get Seed under mouse cursor""" pos = self.get_farmtile_pos_under_mouse() if pos: return self.farm.get_farmobject(pos[0], pos[1]) return None def iso2screen(self, x, y): xx = (x - y) * (64 / 2) yy = (x + y) * (32 / 2) return xx, yy def screen2iso(self, x, y): x = x / 2 xx = (y + x) / (32) yy = (y - x) / (32) return xx, yy def go_to_main_menu(self): self.deinit() from farmlib.menuwindow import MenuWindow self.parent.set_active_screen(MenuWindow()) self.parent.inmenu = True self.parent.ingame = False def init(self): self.running = True # Load game result = self.gamemanager.loadgame() if not result: self.gamemanager.start_new_game() print("No save game found. Starting new one") # Forward time to match gametime self.gamemanager.timeforward() def deinit(self): # stop game self.running = False self.gamemanager.savegame()