def test_load_twice(self, inp, pr, cor): print("DICT") print(editor.frame_dict) with mock.patch('editor.print') as my_print: editor.load('some/path', 'name1') my_print.assert_any_call(red_start + 'фрагмент с именем ' + 'name1' + ' уже существует, попробуйте снова' + red_end)
def __init__(self, connection): self.name = editor.load('username.txt',errors=True,cf=True) self.curdata = ""; self.prevdata = "" self.root = pepper.d2GameScreen(rootgeo=(500,400),roottitle="Wizards Alpha 0.1") self.root.clear(pepper.GameSquare('lime green')) self.root.root.bind("<Key>", self.keyPress) self.root.root.bind("<Button>", self.buttonPress) self.server = SERVER.Server() self.data = "Login from '"+self.name+"';"; self.update()
def main(): pygame.init() screen = pygame.display.set_mode((800,600)) player = Ball() clock = pygame.time.Clock() c = PlatformCamera(player,screen) # Set up the scenes winScene = Scene([WinScene()],c,name="WinScene") startScreen = Scene([StartScreen("tut1")],c,name="StartScene") gameOverScene = Scene([GameOver()],c,name="GameOver") tut1 = Scene(editor.load("levels/tutorial/01.lvl")+[player],c,name="tut1") tut2 = Scene(editor.load("levels/tutorial/02.lvl")+[player],c,name="tut2") tut3 = Scene(editor.load("levels/tutorial/03.lvl")+[player],c,name="tut3") tut4 = Scene(editor.load("levels/tutorial/04.lvl")+[player],c,name="tut4") lvl1 = Scene(editor.load("levels/lvl1.lvl")+[player],c,name="lvl1") test = Scene(editor.load("levels/foo.lvl")+[player],c,name="foo") # Start the game Game.start([test ,startScreen ,gameOverScene ,winScene ,tut1 ,tut2 ,tut3 ,tut4 ,lvl1],screen)
def main(): pygame.init() screen = pygame.display.set_mode((800, 600)) player = Ball() clock = pygame.time.Clock() c = PlatformCamera(player, screen) # Set up the scenes winScene = Scene([WinScene()], c, name="WinScene") startScreen = Scene([StartScreen("tut1")], c, name="StartScene") gameOverScene = Scene([GameOver()], c, name="GameOver") tut1 = Scene(editor.load("levels/tutorial/01.lvl") + [player], c, name="tut1") tut2 = Scene(editor.load("levels/tutorial/02.lvl") + [player], c, name="tut2") tut3 = Scene(editor.load("levels/tutorial/03.lvl") + [player], c, name="tut3") tut4 = Scene(editor.load("levels/tutorial/04.lvl") + [player], c, name="tut4") lvl1 = Scene(editor.load("levels/lvl1.lvl") + [player], c, name="lvl1") test = Scene(editor.load("levels/foo.lvl") + [player], c, name="foo") # Start the game Game.start([ test, startScreen, gameOverScene, winScene, tut1, tut2, tut3, tut4, lvl1 ], screen)
def main(mapFilepath): # Pygame set up # ----------------------------------------------------------- screen=pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT), 0, 32) pygame.display.set_caption('Simple pygame example') clock=pygame.time.Clock() rd.seed() terrainGroup.empty() bigmap = pygame.Surface((g.BIGMAP_WIDTH+SCREEN_WIDTH, g.BIGMAP_HEIGHT+SCREEN_HEIGHT)) bigmap.fill(WHITE) # ------- create background ---------------- subsurface of bigmap (what will be on the screen) background = pygame.Surface(screen.get_size()) #surface the size of the screen backgroundRect = background.get_rect() #create rectangle the size of background/the screen background = bigmap.subsurface((g.CORNERPOINT[0], g.CORNERPOINT[1], SCREEN_WIDTH, SCREEN_HEIGHT)) #take snapshot of bigmap background = background.convert() # --- pybox2d world setup ----------------------------------- # Create the world _world = world(gravity=(0,-10),doSleep=True) # And a static body to hold the ground shape ground= StaticObject(_world, (0, g.BIGMAP_HEIGHT - 25), (g.BIGMAP_WIDTH,25)) createEdges(_world, (g.BIGMAP_WIDTH,g.BIGMAP_HEIGHT)) # add a crate # for i in xrange(200): # Crate(_world, (rd.randint(0, 700), rd.randint(0, 400))) # ledge = Ledge(_world, ground, leftpoint = (800,600), width = 400) # Ledge(_world, ground, leftpoint = (200,200), width = 500) # Ledge(_world, ground, leftpoint = (500,250), width = 500) # -------------------------------------------------------- # --- Game setup ----------------------------------------- mainLoop = True spawnPos = editor.load(mapFilepath, _world, ground) player = Player(_world, spawnPos) vampire1 = Vampire(_world, (800, 400), target = player) zombie = Zombie(_world, (800,400), target =player) Zombie(_world, (900,300), target =player) Zombie(_world, (1100,400), target =player) Zombie(_world, (1000,200), target =player) Skull(_world, (600,600)) MonsterSpawn(_world, (700,700), Skull, monster_cooldown = 4, duration = -1, online = True) scrollx = 0 scrolly = 0 weapons1 = [Rifle(player), Hadouken(player), BaseballBat(player), megaBall(player),GrapplingHook(player), Grenade(player), BouncingBall(player), FragmentedBall(player), MiniBouncingBall(player)] weapons2 = [megaBall(player),GrapplingHook(player), Grenade(player)] weapon1_index = 0 weapon2_index = 0 player.weapon1 = weapons1[0] player.weapon2 = weapons2[2] gui = GUI.GameGUI(_world, ground, player) while mainLoop : milliseconds = clock.tick(TARGET_FPS) seconds = milliseconds / 1000.0 for event in pygame.event.get(): if event.type==QUIT or (event.type==KEYDOWN and event.key==K_ESCAPE): mainLoop = False elif event.type == KEYDOWN : if event.key == K_d : g.K_RIGHT = True elif event.key == K_a : g.K_LEFT = True if event.key == K_SPACE : player.jump() elif event.key == K_s : g.K_DOWN = True # elif event.key == K_z : # player.stand() elif event.type == KEYUP: if event.key == K_d : g.K_RIGHT = False #player.stop() player.go(0,player.accel) elif event.key == K_a : g.K_LEFT = False #player.stop() player.go(0,player.accel) elif event.key == K_s : g.K_DOWN = False elif event.key == K_x : weapon1_index = (weapon1_index +1) % len(weapons1) player.weapon1 = weapons1[weapon1_index] elif event.key == K_z : weapon2_index = (weapon2_index +1) % len(weapons2) player.weapon2 = weapons2[weapon2_index] if event.type == MOUSEMOTION : cursor.update() if event.type == MOUSEBUTTONDOWN : if event.button == 1: g.LEFT_CLICK = True if geo.distance(player.pos, cursor.pos) <= player.weapon1.weapon_range : player.left_click(cursor.rect.topleft) if event.button == 3: g.RIGHT_CLICK = True if geo.distance(player.pos, cursor.pos) <= player.weapon2.weapon_range : player.right_click(cursor.rect.topleft) elif event.button == 4 : player.rotateLeft() elif event.button == 5 : player.rotateRight() elif event.type == MOUSEBUTTONUP : if event.button == 1: g.LEFT_CLICK = False player.weapon1.deactivate(cursor.rect.topleft) if event.button == 3: g.RIGHT_CLICK = False player.weapon2.deactivate() if g.K_RIGHT : if g.TIMEON: player.goRight() if g.K_LEFT: if g.TIMEON: player.goLeft() # if pygame.sprite.spritecollideany(player.feet, ledgeGroup): # player.onLedge = True # else : # player.onLedge = False # -------- Scrolling with keyboard------------------ pressedKeys = pygame.key.get_pressed() # what happens when u press an arrow to move screen if pressedKeys[K_LEFT]: scrollx -= g.scrollStepx if pressedKeys[K_RIGHT]: scrollx += g.scrollStepx if pressedKeys[K_DOWN]: scrolly += g.scrollStepy if pressedKeys[K_UP]: scrolly -= g.scrollStepy # ---- scroll the screen -------- g.CORNERPOINT[0] += scrollx g.CORNERPOINT[1] += scrolly #----- prevent scrolling out of the map if g.CORNERPOINT[0] < 0: g.CORNERPOINT[0]=0 scrollx = 0 elif g.CORNERPOINT[0] > g.BIGMAP_WIDTH - SCREEN_WIDTH : g.CORNERPOINT[0] = g.BIGMAP_WIDTH - SCREEN_WIDTH scrollx = 0 if g.CORNERPOINT[1] < 0: g.CORNERPOINT[1] = 0 scrolly = 0 elif g.CORNERPOINT[1] > g.BIGMAP_HEIGHT - SCREEN_HEIGHT : g.CORNERPOINT[1] = g.BIGMAP_HEIGHT - SCREEN_HEIGHT scrolly =0 # making sure charcater is in middle of screen g.CORNERPOINT[0] = geo.maximum(player.pos[0] - SCREEN_WIDTH/2, 0) g.CORNERPOINT[1] = geo.maximum(player.pos[1] - SCREEN_HEIGHT/2, 0) scrollx = 0 scrolly = 0 # ---- update shit and draw allGroup ---------------- background = bigmap.subsurface((g.CORNERPOINT[0], g.CORNERPOINT[1], SCREEN_WIDTH, SCREEN_HEIGHT)) screen.blit(background, (0,0)) allGroup.update(seconds) # destroy bodies out of the time step else issues for body in g.TO_DESTROY : _world.DestroyBody(body) g.TO_DESTROY.remove(body) g.TO_DESTROY = [] for timer in g.TIMERS : timer.update(seconds) # take a time step in box2d engine _world.Step(TIME_STEP, 10, 10) gui.update() allGroup.draw(screen) pygame.display.flip()
def test_load(self, inp, pr, cor): print(editor.frame_dict) with mock.patch('editor.print') as my_print: editor.load('some/path', 'name1') my_print.assert_any_call(red_start + "CREATE" + red_end)