def test_tank_player_shoot(self): player = tank.Player(50, 50, 50, 'regular', 100, 'dire') camera = g.Camera(100, 100) player.missiles.append(g.Missile(10, 10, 10, 10, 10)) player.missiles.append(g.Missile(-10, -10, 10, 10, 10)) player.bullet_check() self.assertTrue(True)
def test_move_bullets_cl(self): game_map = cliient.game_map player = tank.Player(0, 0, 0, 20, 100, "radiant") missile = go.Missile(1, 1, 16, 2, 2) missile2 = go.Missile(20, 20, 16, 2, 2) missile3 = go.Missile(0, 0, 2500, 2, 2) player.missiles.append(missile2) game_display = s.GAME_DISPLAY camera = go.Camera(500, 500) castle = go.Castle(20, 20, 16, "alive", "dire") cl.move_bullets(player, castle, game_display, camera, game_map) player.missiles.append(missile) cl.move_bullets(player, castle, game_display, camera, game_map) player.missiles.append(missile3) cl.move_bullets(player, castle, game_display, camera, game_map) self.assertTrue(True)
def test_bullets_movement(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") enemy = tank.Enemy(30, 30, 0, "regular") missile = go.Missile(0, 0, 16, 2, 2) player.missiles.append(missile) game_display = s.GAME_DISPLAY camera = go.Camera(500, 500) castle = go.Castle(20, 20, 16, "alive", "dire") cliient.move_bullets(player, enemy, castle, game_display, camera) missile1 = go.Missile(30, 30, 16, 2, 2) player.missiles.append(missile1) cliient.move_bullets(player, enemy, castle, game_display, camera) missile2 = go.Missile(20, 20, 16, 2, 2) player.missiles.append(missile2) cliient.move_bullets(player, enemy, castle, game_display, camera) self.assertTrue(True)
def test_map_collision(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") camera = go.Camera(500, 500) game_map = cliient.game_map res = cl.check_map_collision(game_map, player, camera) self.assertTrue(res)
def test_cl_control_check(self): player = tank.Player(1, 1, 0, 20, 100, "radiant") keys = ["K_LEFT", "K_RIGHT", "K_UP", "K_DOWN", "K_SPACE"] res = cl.check_controls(player, keys, True) self.assertIsNotNone(res)
def test_draw_item_cl(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") game_display = s.GAME_DISPLAY cl.draw_mini_map(player) self.assertTrue(True)
def test_draw_items_cl(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") player.items.append("dick") game_display = s.GAME_DISPLAY cl.draw_items(player, game_display) self.assertTrue(True)
def test_draw_item_cl(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") player.gold = 800 game_display = s.GAME_DISPLAY res = cl.draw_itembar(player, game_display) self.assertTrue(res)
def test_main_score_blit(self): player = tank.Player(0, 0, 0, 20, 100, "radiant") player2 = tank.Player(0, 0, 0, 20, 100, "dire") cliient.show_kills(player, player2) cliient.show_kills(player2, player) self.assertTrue(True)
def test_tank_player(self): player = tank.Player(50, 50, 50, 'regular', 100, 'dire') camera = g.Camera(100, 100) player.modify(s.GAME_DISPLAY, camera, s.PLAYER_SPRITE, True) self.assertTrue(True)
def test_crossing_function(self): client = t.Client(0) enemy = tank.Enemy(50, 50, 50, 'regular') player = tank.Player(50, 50, 8, 50, 100, 'radiant') self.assertTrue(client.has_crossing(enemy, player, 50))