Exemplo n.º 1
0
 def test_if_mario_eat_mushroom_while_tall_nothing_happens(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 6)
     level.set_items(8, 2, model.MUSHROOM)
     level.move_mario(2)
     level.set_items(8, 3, model.MUSHROOM)
     level.move_mario(1)
     self.assertEqual(level.mario.size, 2)
Exemplo n.º 2
0
    def test_if_mario_is_on_a_spike_mario_dies(self):

        level = model.Level(None, 10, 10, 8, 0)
        level.set_platform(9, 0, 3)
        level.set_spikes(9, 3, 2)
        level.move_mario(4)
        self.assertEqual(level.mario.c, 0)
        self.assertEqual(level.mario.l, 8)
Exemplo n.º 3
0
 def test_if_mario_jump_while_jumpin_nothing_happens(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     level.jump_mario()
     level.update()
     level.jump_mario()
     self.assertEqual(level.mario.vl, 1)
     level.update()
     level.jump_mario()
     self.assertEqual(level.mario.vl, 0)
Exemplo n.º 4
0
    def test_if_mario_jump_below_a_spike_mario_dies(self):

        level = model.Level(None, 10, 10, 8, 0)
        level.set_spikes(7, 0, 2)
        level.set_platform(9, 0, 3)
        level.move_mario(1)
        level.jump_mario()
        level.update()
        self.assertEqual(level.mario.c, 0)
        self.assertEqual(level.mario.l, 8)
Exemplo n.º 5
0
    def test_if_mario_jump_below_a_platform_mario_doesnot_move_above_the_platform(
            self):

        level = model.Level(None, 10, 10, 8, 0)
        level.set_platform(7, 0, 2)
        level.set_platform(9, 0, 3)
        level.jump_mario()
        level.update()

        self.assertEqual(level.mario.l, 8)
Exemplo n.º 6
0
    def test_if_big_mario_falls_he_become_little(self):
        level = model.Level(None, 10, 10, 8, 0)
        level.set_platform(9, 0, 3)
        level.set_spikes(9, 3, 2)
        level.set_items(8, 2, model.MUSHROOM)
        level.move_mario(2)
        level.move_mario(2)

        self.assertEqual(level.mario.c, 4)
        self.assertEqual(level.mario.l, 8)
        self.assertEqual(level.mario.size, 1)
        self.assertTrue(level.mario.cpt > 0)
Exemplo n.º 7
0
def load_levels():
    l1 = model.Level(map="GGG ppp GGG", petStart="0 1", treatPos="2 1")
    model.session.add(l1)

    l2 = model.Level(map="GGGG pppG GGpp GGGG", petStart="0 1", treatPos="3 2")
    model.session.add(l2)

    l3 = model.Level(map="ppGG GppG GGpp GGGp", petStart="3 3", treatPos="0 0")
    model.session.add(l3)

    l4 = model.Level(map="pGGGG pppGG GGppp GGGGp",
                     petStart="0 0",
                     treatPos="4 3")
    model.session.add(l4)

    l5 = model.Level(map="GpGG GgpG GGpG GGpG GGpG",
                     petStart="1 0",
                     treatPos="2 4")
    model.session.add(l5)

    l6 = model.Level(map="GbpG GpGG GpgG GGpG GbpG",
                     petStart="1 4",
                     treatPos="2 0")
    model.session.add(l6)
Exemplo n.º 8
0
 def test_if_mario_eat_mushroom_he_grows(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     level.set_items(8, 2, model.MUSHROOM)
     level.move_mario(2)
     self.assertEqual(level.mario.size, 2)
Exemplo n.º 9
0
 def test_mario_initial_position(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     self.assertEqual(level.mario.l, 8)
     self.assertEqual(level.mario.c, 0)
Exemplo n.º 10
0
 def test_if_mario_jump_mario_move_up(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     level.jump_mario()
     level.update()
     self.assertEqual(level.mario.l, 6)
Exemplo n.º 11
0
 def test_mario_can_jump(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     level.jump_mario()
     self.assertTrue(level.mario.vl > 0)
Exemplo n.º 12
0
 def test_mario_cannot_move_right_at_rightmost_point(self):
     level = model.Level(None, 10, 10, 8, 9)
     level.set_platform(9, 0, 10)
     level.move_mario(1)
     self.assertEqual(level.mario.c, 9)
Exemplo n.º 13
0
 def test_mario_cannot_move_left_at_leftmost_point(self):
     level = model.Level(None, 10, 10, 8, 0)
     level.set_platform(9, 0, 3)
     level.move_mario(-1)
     self.assertEqual(level.mario.c, 0)
Exemplo n.º 14
0
 def test_mario_move_left(self):
     level = model.Level(None, 10, 10, 8, 2)
     level.set_platform(9, 0, 3)
     level.move_mario(-1)
     self.assertEqual(level.mario.c, 1)
Exemplo n.º 15
0
import curses
stdscr = curses.initscr()
import model

curses.noecho()
curses.cbreak()
curses.curs_set(0)
stdscr.keypad(True)

stdscr.clear()
stdscr.timeout(100)

width = curses.COLS - 1
height = 23
level = model.Level(stdscr, width, height, height - 2, 0)
level.set_platform(height - 1, 0, width)
level.set_platform(19, 10, 5)
level.set_spikes(19, 15, 5)
level.set_platform(19, 20, 5)
level.set_items(21, 10, model.MUSHROOM)
level.display()

i = 0
while True:
    i += 1
    c = stdscr.getch()
    if c == ord('a'):
        break
    elif c == curses.KEY_LEFT:
        level.move_mario(-1, True)
    elif c == curses.KEY_RIGHT:
Exemplo n.º 16
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((640, 480))
    dirt = pygame.transform.scale2x(utils.load_png("dirt.png"))
    background = pygame.Surface(screen.get_size())
    background = background.convert()
    for x in range(32,640,32):
        for y in range(0,480,32):
            background.blit(dirt, (x,y))
    levelNumber=1
    inventory = pygame.Surface((528,368))
    song = model.Music()
    panel = pygame.surface.Surface((242, 32))
    panel.fill((192,192,192))
    selector = pygame.surface.Surface((246,36))
    selector.fill((255,0,255))
    l=model.Level(levelNumber)
    character = model.Character()
    has_runes = [True, True, True, True, False, False, False, False]
    has_buffs = [False, False, False, False, False, False, False, False]
    runes_pictures = [pygame.transform.scale2x(utils.load_png('rune1.png')),
                      pygame.transform.scale2x(utils.load_png('rune2.png')),
                      pygame.transform.scale2x(utils.load_png('rune3.png')),
                      pygame.transform.scale2x(utils.load_png('rune4.png'))]
    runes_text = ["REFRESH - Fully restore character health",
                  "ENDURE - Reduce damage taken by 80% in this room",
                  "EMPOWER - Quadruple attack damage in this room",
                  "DESOLATE - Monsters within 200 pixels take 60 damage"]
    add_buffs_text = ["REFRESH - ???",
                      "ENDURE - ???",
                      "EMPOWER - ???",
                      "DESOLATE - ???"]
    buffs_text = ["REFRESH - Restores 5 health on each kill",
                  "ENDURE - Wow. Such Buff. Much effects.",
                  "EMPOWER - This is a really good buff",
                  "Alright then, Listen here you little shit"]
    
    healthbar = gui.HealthBar()
    
    clock = pygame.time.Clock()
    
    charactersprites = pygame.sprite.RenderUpdates(character)
    
    obstacles = pygame.sprite.RenderPlain()
    obstacles.add(model.Obstacle((128,128), "rock.png"), model.Obstacle((128, 192), "rock.png"), model.Obstacle((192,192), "rock.png"))
        
    sword = pygame.sprite.RenderUpdates()

    moveables = pygame.sprite.RenderUpdates()
    moveables.add(character)
    
    character.currentroom = l.getLocation(l.rootRoom)
    character.currentroom.moveables.add(character)
    
    for room in l.getAllRooms():
        room.add_monsters(charactersprites, l)
    
    obstacles.add(character.currentroom.walls)
    
    while True:
        clock.tick(40)
        event_list = [event for event in pygame.event.get()]
        for event in event_list:
            if event.type == QUIT:
                return
            elif event.type == USEREVENT:
                if event.subtype == "MonsterDeath":
                    l.num_monsters -= 1
                    print "Monsters Left", l.num_monsters   
                    if l.num_monsters == 0:
                        print("Level Clear!")
                        for room in l.getAllRooms():
                            if room.bossdoors.sprites() != []:
                                room.door_sprites.add(model.Door(room.bossdoors.sprites()[0].rect.topleft))
                                room.bossdoors.empty()
                if event.subtype=='BossDeath':
                    print 'boss death'
                    l.getLocation(l.bossRoom).bossdoors.empty()
                    el=model.Elevator()
                    l.getLocation(l.bossRoom).levelExit.add(el)
                if event.subtype=='ChangeLevel':
                    #show the player the buff screen and then start a new level!
                    alpha = pygame.Surface(screen.get_size())
                    alpha.fill((0,0,0))
                    alpha.set_alpha(128)
                    screen.blit(alpha, (0,0))
                    exit_inventory = False
                    item_selected = 0
                    utils.text_format(screen, "Convert a rune into a permanent buff", 20, (20,0),(212,212,212), 40)
                    utils.text_format(screen, "Or press ESC to exit", 20, (150, 435), (212,212,212), 40)
                    pygame.display.flip()
                    
                    while(1):
                        clock.tick(40)
                        inventory.fill((224,224,224))
                        inventory = inventory.convert()
                        utils.text_format(inventory, "INVENTORY", 24, (170,0), (0, 0, 255), 28)
                        utils.text_format(inventory, "Runes:", 16, (360, 34), (255,0,0),20)
                        utils.text_format(inventory, "Buffs:", 16, (100, 34), (255,0,255),20)
                        
                        i = 0
                        runes = []
                        for rune in has_runes:
                            if rune == True:
                                runes.append(i)
                            i += 1
                        buffs = []
                        for buff in has_buffs:
                            if buff is not False:
                                buffs.append(buff)
                        
                        event_list = [event for event in pygame.event.get()]
                        for event in event_list:
                            if event.type == QUIT:
                                return
                            elif event.type == KEYDOWN:
                                if event.key == K_ESCAPE:
                                    exit_inventory = True
                                elif event.key == K_DOWN:
                                    if (item_selected <(len(runes)-1)):
                                        item_selected += 1
                                elif event.key == K_UP:
                                    if (item_selected>0):
                                        item_selected -= 1
                                elif event.key == K_RETURN:
                                    buff_num = runes[item_selected]
                                    has_buffs[len(buffs)] = buff_num
                                    has_runes[buff_num] = False
                                    character.buff_effects[buff_num] = True
                                    exit_inventory = True
                                    break
                        if exit_inventory:
                            break
                        if(len(runes) != 0):
                           inventory.blit(selector, (14,62+36*(item_selected+len(buffs))))
                        for y in range(62,350,36):
                            inventory.blit(panel, (272, y+2))
                        for y in range(62,350,36):
                            inventory.blit(panel, (16, y+2))
                        
                        i = 0
                        for buff in buffs:
                            inventory.blit(runes_pictures[buff], (16, 64+36*i))
                            utils.text_format(inventory, buffs_text[buff], 8, (54, 66+36*i), (255,255,255), 22)
                            i += 1
                        i = 0
                        for rune in runes:
                            inventory.blit(runes_pictures[rune], (274,64+36*i))
                            utils.text_format(inventory, runes_text[rune], 8, (312,66+36*i), (255, 255, 255), 22)
                            inventory.blit(runes_pictures[rune], (16, 64+36*(i+len(buffs))))
                            utils.text_format(inventory, add_buffs_text[rune], 8, (54, 72+36*(i+len(buffs))), (255,255,255), 22)
                            i += 1
                        screen.blit(inventory, (56,56))
                        pygame.display.flip()

                    #show the player the buff screen and then start a new level!
                    alpha = pygame.Surface(screen.get_size())
                    alpha.fill((0,0,0))
                    alpha.set_alpha(128)
                    screen.blit(alpha, (0,0))
                    exit_inventory = False
                    item_selected = 0
                    utils.text_format(screen, "Convert a rune into a permanent buff", 20, (20,0),(212,212,212), 40)
                    utils.text_format(screen, "Or press ESC to exit", 20, (150, 435), (212,212,212), 40)
                    pygame.display.flip()
                    
                    while(1):
                        clock.tick(40)
                        inventory.fill((224,224,224))
                        inventory = inventory.convert()
                        utils.text_format(inventory, "INVENTORY", 24, (170,0), (0, 0, 255), 28)
                        utils.text_format(inventory, "Runes:", 16, (360, 34), (255,0,0),20)
                        utils.text_format(inventory, "Buffs:", 16, (100, 34), (255,0,255),20)
                        
                        i = 0
                        runes = []
                        for rune in has_runes:
                            if rune == True:
                                runes.append(i)
                            i += 1
                        buffs = []
                        for buff in has_buffs:
                            if buff is not False:
                                buffs.append(buff)
                        
                        event_list = [event for event in pygame.event.get()]
                        for event in event_list:
                            if event.type == QUIT:
                                return
                            elif event.type == KEYDOWN:
                                if event.key == K_ESCAPE:
                                    exit_inventory = True
                                elif event.key == K_DOWN:
                                    if (item_selected <(len(runes)-1)):
                                        item_selected += 1
                                elif event.key == K_UP:
                                    if (item_selected>0):
                                        item_selected -= 1
                                elif event.key == K_RETURN:
                                    buff_num = runes[item_selected]
                                    has_buffs[len(buffs)] = buff_num
                                    has_runes[buff_num] = False
                                    character.buff_effects[buff_num] = True
                                    exit_inventory = True
                                    break
                        if exit_inventory:
                            break
                        if(len(runes) != 0):
                           inventory.blit(selector, (14,62+36*(item_selected+len(buffs))))
                        for y in range(62,350,36):
                            inventory.blit(panel, (272, y+2))
                        for y in range(62,350,36):
                            inventory.blit(panel, (16, y+2))
                        
                        i = 0
                        for buff in buffs:
                            inventory.blit(runes_pictures[buff], (16, 64+36*i))
                            utils.text_format(inventory, buffs_text[buff], 8, (54, 66+36*i), (255,255,255), 22)
                            i += 1
                        i = 0
                        for rune in runes:
                            inventory.blit(runes_pictures[rune], (274,64+36*i))
                            utils.text_format(inventory, runes_text[rune], 8, (312,66+36*i), (255, 255, 255), 22)
                            inventory.blit(runes_pictures[rune], (16, 64+36*(i+len(buffs))))
                            utils.text_format(inventory, add_buffs_text[rune], 8, (54, 72+36*(i+len(buffs))), (255,255,255), 22)
                            i += 1
                        screen.blit(inventory, (56,56))
                        pygame.display.flip()

                    #now we have to start a new level!
                    levelNumber+=1
                    l=model.Level(levelNumber)
                    character.currentroom = l.getLocation(l.rootRoom)
                    for room in l.getAllRooms():
                        room.add_monsters(charactersprites, l)
                    obstacles.add(character.currentroom.walls)
                    continue
            elif event.type == KEYDOWN:
                if event.key == K_i:
                    alpha = pygame.Surface(screen.get_size())
                    alpha.fill((0,0,0))
                    alpha.set_alpha(128)
                    screen.blit(alpha, (0,0))
                    pygame.display.flip()
                    exit_inventory = False
                    item_selected = 0
                    
                    while(1):
                        inventory.fill((224,224,224))
                        inventory = inventory.convert()
                        utils.text_format(inventory, "INVENTORY", 24, (170,0), (0, 0, 255), 28)
                        utils.text_format(inventory, "Runes:", 16, (360, 34), (255,0,0),20)
                        utils.text_format(inventory, "Buffs:", 16, (100, 34), (255,0,255),20)
                        
                        i = 0
                        buffs = []
                        for buff in has_buffs:
                            if buff is not False:
                                buffs.append(buff)
                        runes = []
                        for rune in has_runes:
                            if rune == True:
                                runes.append(i)
                            i += 1
                        
                        event_list = [event for event in pygame.event.get()]
                        for event in event_list:
                            if event.type == QUIT:
                                return
                            elif event.type == KEYDOWN:
                                if event.key == K_i:
                                    exit_inventory = True
                                elif event.key == K_DOWN:
                                    if (item_selected <(len(runes)-1)):
                                        item_selected += 1
                                elif event.key == K_UP:
                                    if (item_selected>0):
                                        item_selected -= 1
                                elif event.key == K_RETURN:
                                    rune_num = runes[item_selected]
                                    has_runes[rune_num] = False
                                    character.rune_effects[rune_num] = True
                        if exit_inventory:
                            break
                        inventory.blit(selector, (270,62+36*item_selected))
                        for y in range(62,350,36):
                            inventory.blit(panel, (272, y+2))
                        for y in range(62,350,36):
                            inventory.blit(panel, (16, y+2))
                        
                        i = 0
                        for buff in buffs:
                            inventory.blit(runes_pictures[buff], (16, 64+36*i))
                            utils.text_format(inventory, buffs_text[buff], 8, (54, 66+36*i), (255,255,255), 22)
                            i += 1
                        i = 0
                        for rune in runes:
                            inventory.blit(runes_pictures[rune], (274,64+36*i))
                            utils.text_format(inventory, runes_text[rune], 8, (312,66+36*i), (255, 255, 255), 22)
                            i += 1
                        screen.blit(inventory, (56,56))
                        pygame.display.flip()
                elif event.key == K_e:
                    for room in l.getAllRooms():
                        if room.medbay.sprites() != [] and room.medbay.sprites()[0].can_heal == True:
                            room.medbay.sprites()[0].is_healing = True
                elif event.key == K_SPACE or event.key == K_RETURN:
                    if sword.sprites() == [] and character.sword_cooldown > 10:
                        sword.add(model.Sword(character))
                elif event.key == K_a:
                    cont = False
                    for event2 in event_list:
                        if event2.type == KEYDOWN and event2.key == K_d:
                            cont = True
                    if cont: continue
                    character.movepos[0] = -6
                    character.tryingmoveleft = True
                    character.last_direction_moved = "left"
                elif event.key == K_w:
                    cont = False
                    for event2 in event_list:
                        if event2.type == KEYDOWN and event2.key == K_s:
                            cont = True
                    if cont: continue
                    character.movepos[1] = -6
                    character.tryingmoveup = True
                    character.last_direction_moved = "up"
                elif event.key == K_s:
                    cont = False
                    for event2 in event_list:
                        if event2.type == KEYDOWN and event2.key == K_w:
                            cont = True
                    if cont: continue
                    character.movepos[1] = 6
                    character.tryingmovedown = True
                    character.last_direction_moved = "down"
                elif event.key == K_d:
                    cont = False
                    for event2 in event_list:
                        if event2.type == KEYDOWN and event2.key == K_a:
                            cont = True
                    if cont: continue
                    character.movepos[0] = 6
                    character.tryingmoveright = True
                    character.last_direction_moved = "right"
            elif event.type == KEYUP:
                if event.key == K_e:
                    for room in l.getAllRooms():
                        if room.medbay.sprites() != []:
                            room.medbay.sprites()[0].is_healing = False
                elif event.key == K_a:
                    #if character.movepos[0] < 0:
                    if character.tryingmoveright == False:
                        character.movepos[0] = 0
                    else:
                        character.movepos[0] = 6
                    character.tryingmoveleft = False
                elif event.key == K_w:
                    #if character.movepos[1] < 0:
                    if character.tryingmovedown == False:
                        character.movepos[1] = 0
                    else:
                        character.movepos[1] = 6
                    character.tryingmoveup = False
                elif event.key == K_s:
                    #if character.movepos[1] > 0:
                    if character.tryingmoveup == False:
                        character.movepos[1] = 0
                    else:
                        character.movepos[1] = -6
                    character.tryingmovedown = False
                elif event.key == K_d:
                    #if character.movepos[0] > 0:
                    if character.tryingmoveleft == False:
                        character.movepos[0] = 0
                    else:
                        character.movepos[0] = -6
                    character.tryingmoveright = False
        if character.health <= 0:
            break
        screen.blit(background, (0,0))
        healthbar.health = character.health
        healthbar.draw(screen, l)
        character.currentroom.walls.draw(screen)
        character.currentroom.monsters.draw(screen)
        character.currentroom.projectiles.draw(screen)
        character.currentroom.bossdoors.draw(screen)
        character.currentroom.medbay.draw(screen)
        #for monster in currentroom.monsters.sprites():
        #    screen.blit(monster.image, monster.rect)
        charactersprites.update(character.currentroom.walls, character.currentroom.moveables, sword)
        sword.update(character, character.currentroom.monsters)
        charactersprites.draw(screen)
        character.currentroom.projectiles.update(charactersprites)
        character.currentroom.bossdoors.update(character.currentroom.moveables)
        character.currentroom.monsters.update(character.currentroom.walls, character.currentroom.moveables, character)
        #obstacles.draw(screen)
        if character.currentroom.cord==l.bossRoom:
            character.currentroom.levelExit.draw(screen)
            character.currentroom.levelExit.update(character)
        character.currentroom.door_sprites.update(character, l)
        character.currentroom.medbay.update(character, l)
        sword.draw(screen)
        pygame.display.flip()
    alpha = pygame.Surface(screen.get_size())
    for x in range(64):
        clock.tick(32)
        alpha.fill((0,0,0))
        alpha.set_alpha(2)
        screen.blit(alpha, (0,0))
        pygame.display.flip()
    utils.text_format(screen, "Game Over.", 24, (320, 240), (255, 0, 0), 15)
    pygame.display.flip()
    while(1):    
        event_list = [event for event in pygame.event.get()]
        for event in event_list:
            if event.type == QUIT:
                return