def testChair(self): chair = Chair() self.assertEqual(chair.numLegs, 4) self.assertEqual(chair.broken, False) self.assertEqual(chair.material, 'wood') self.assertEqual(chair.length, 20.0) chair.sit(400) self.assertEqual(chair.broken, True)
def testSpecifics(self): numLegs: int = 4 materialType: str = 'Metal' length: float = 17.0 chair = Chair(numLegs, materialType, length) self.assertEqual(chair.numLegs, numLegs) self.assertEqual(chair.material, materialType) self.assertEqual(chair.length, length)
def testBreaking(self): stool = Chair(numLegs=3, material='Wood', length=20) self.assertEqual(stool.broken, False) stool.sit(225) self.assertEqual(stool.broken, False) stool.sit(226) self.assertEqual(stool.broken, True)
class Hotel: def __init__(self): pass @staticmethod def move_room(obj_list, destination): for obj in obj_list: obj.move_to(destination) if __name__ == '__main__': peter = Attendant("Peter", 58, 10000, 7) # stuff in room 2046 mary = Attendant("Mary", 45, 90000, 1) tony = Attendant("Tony", 60, 1000000, 1) washer1 = Washer("Washer 1", 55, 1, 5000) refrigerator1 = Refrigerator("Refrigerator 1", 50, 1, 5000, 3) table1 = Table("Table 1", 20, 1, peter, True) chair1 = Chair("Chair 1", 8, 1, peter, False) old_room_stuff = [mary, tony, washer1, refrigerator1, table1, chair1] # rooms old_room = Room("Room 2046", 1) new_room = Room("Room 2047", 5) dining_hall_1 = DiningHall("Dinning hall 1", 12, 80) # move all the stuff to the new room Hotel.move_room(old_room_stuff, new_room) # Peter eat something peter.move_to(dining_hall_1) dining_hall_1.serve_dinner_to(peter)
def testDefaults(self): chair = Chair() leg = Leg() self.assertEqual(chair.numLegs, chair.DEFAULT_NUM_LEGS) self.assertEqual(chair.material, chair.DEFAULT_MATERIAL) self.assertEqual(chair.length, leg.DEFAULT_LENGTH)
class Hotel: def __init__(self): pass @staticmethod def move_room(obj_list, destination): for obj in obj_list: obj.move_to(destination) if __name__ == '__main__': jarvis = Robot("Jarvis", 30, 3, 5000) # stuff in room 2046 mary = Attendant("Mary", 45, 90000, 1) tony = Attendant("Tony", 60, 1000000, 1) washer1 = Washer("Washer 1", 55, 1, 5000) refrigerator1 = Refrigerator("Refrigerator 1", 50, 1, 5000, 3) table1 = Table("Table 1", 20, 1, jarvis, True) chair1 = Chair("Chair 1", 8, 1, jarvis, False) old_room_stuff = [mary, tony, washer1, refrigerator1, table1, chair1] # rooms old_room = Room("Room 2046", 1) new_room = Room("Room 2047", 5) dining_hall_1 = DiningHall("Dinning hall 1", 12, 80) # move all the stuff to the new room Hotel.move_room(old_room_stuff, new_room) # Jarvis charge jarvis.charge_battery(500)
def play(): """ Launches the game """ sprites = [Chair(7, 7)] launch_single_tile(sprites)
def seat_players(self, players): for player in players: chair = Chair() chair.seat_player(player) self.chairs.append(chair)
else: print("Erre a helyre nem lehet ülni") # # CREATING the nxm grid while True: try: n = int(input("n: ")) m = int(input("m: ")) if n < 1 or m < 1: raise ValueError except ValueError: print("Nem megfelelő értékeket adott meg!") else: break chairs = [Chair(i) for i in range(n * m)] chair_numbers = [i.number for i in chairs] check_seats(first=True) show() our_count = 0 while True: check_seats() if count == 0: break try: x = input("Adja meg a választott ülőhelyet: ") if x == "#": break x = int(x) except ValueError: print("Csak számokat írjon!")
def main(): pygame.init() display = (1900, 1000) pygame.display.set_mode(display, DOUBLEBUF | OPENGL) u = 0 #pygame.mixer.music.load("Experience.mp3") #pygame.mixer.music.play() gluPerspective(45, (display[0] / display[1]), 0.1, 100.0) glTranslatef(0, 0, -70) object_passed = False i = 0 controllore = 0 s = 0 w = 0 camera_y = 0 rotazione = 0 while not object_passed: if rotazione == 72 or rotazione == -72: rotazione = 0 glClearColor(1, 1, 0.9, 0) if i == 1: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: glTranslatef(0.5, 0, 0) if event.key == pygame.K_RIGHT: glTranslatef(-0.5, 0, 0) if event.key == pygame.K_UP: glTranslatef(0, -1, 0) if event.key == pygame.K_DOWN: if camera_y < 1: glTranslatef(0, 1, 0) if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 4: glTranslatef(0, 0, 1.0) if event.button == 5: glTranslatef(0, 0, -1.0) keypress = pygame.key.get_pressed() if keypress[pygame.K_a]: rotazione = rotazione - 1 glRotate(5, 0, 0.5, 0) #ang,x,y,z if keypress[pygame.K_w]: if w < 35: w = w + 1 glRotate(5, 0.5, 0, 0) #ang,x,y,z if keypress[pygame.K_s]: rotazione = rotazione + 1 glRotate(5, 0, -0.5, 0) #ang,x,y,z if keypress[pygame.K_z]: if w > 0: w = w - 1 glRotate(5, -0.5, 0, 0) #ang,x,y,z x = glGetDoublev(GL_MODELVIEW_MATRIX) #, modelviewMatrix) camera_x = x[3][0] camera_y = x[3][1] camera_z = x[3][2] #print('rotazione',rotazione) # slowly move forward : if camera_z >= 40 and i == 0: glTranslatef(0, 0, 0.8) else: i = 1 controllore = 1 glTranslatef(0, 0, 0) if (rotazione < 40 and rotazione > -1) or (rotazione < -49 and rotazione > -72): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if controllore == 0: u = 0 Ground() if (rotazione > 21 and rotazione < 51) or (rotazione < -19 and rotazione > -52): Skeleton(u) glPushMatrix() glRotate(270, 0, 1, 0) glTranslated(-1.5, -1, 0) Chair() glPopMatrix() glPushMatrix() glRotate(120, 0, 1, 0) glTranslated(-14, -9, 9) Table() glPopMatrix() glPushMatrix() glTranslated(13, -1, 7) Dish() glPopMatrix() glPushMatrix() glTranslated(18, -1, 9) Glass() glPopMatrix() u = u + 1 if u < 371: u = u else: u = 0 else: glPushMatrix() glRotate(270, 0, 1, 0) glTranslated(-1.5, -1, 0) Chair() glPopMatrix() Skeleton(u) glPushMatrix() glRotate(120, 0, 1, 0) glTranslated(-14, -9, 9) Table() glPopMatrix() glPushMatrix() glTranslated(13, -1, 7) Dish() glPopMatrix() glPushMatrix() glTranslated(18, -1, 9) Glass() glPopMatrix() u = u + 1 if u < 371: u = u else: u = 0 else: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if controllore == 0: u = 0 Ground() if (rotazione > 21 and rotazione < 51) or (rotazione < -19 and rotazione > -52): glPushMatrix() glRotate(120, 0, 1, 0) glTranslated(-14, -9, 9) Table() glPopMatrix() glPushMatrix() glTranslated(13, -1, 7) Dish() glPopMatrix() glPushMatrix() glTranslated(18, -1, 9) Glass() glPopMatrix() Skeleton(u) glPushMatrix() glRotate(270, 0, 1, 0) glTranslated(-1.5, -1, 0) Chair() glPopMatrix() u = u + 1 if u < 371: u = u else: u = 0 else: glPushMatrix() glRotate(270, 0, 1, 0) glTranslated(-1.5, -1, 0) Chair() glPopMatrix() glPushMatrix() glRotate(120, 0, 1, 0) glTranslated(-14, -9, 9) Table() glPopMatrix() glPushMatrix() glTranslated(13, -1, 7) Dish() glPopMatrix() glPushMatrix() glTranslated(18, -1, 9) Glass() glPopMatrix() Skeleton(u) u = u + 1 if u < 371: u = u else: u = 0 #print(u) pygame.display.flip() if camera_z <= 0: object_passed = True
from chair import Chair chair = Chair(numLegs=4, material="Oak", length=15) print('Chair is broken:', chair.broken) print('Chair is made of:', chair.material) chair.sit(500) print('Chair is broken:', chair.broken) stool = Chair(numLegs=3, material="Plastic", length=23) stool.sit(250) print('Stool is broken:', stool.broken) print('Stool is made of:', stool.material)