def test_clear_cell(self): self.board = pgl_engine.Board(name="test_board", size=[10, 10], player_starting_position=[5, 5]) self.placed_item = pgl_board_items.BoardItem() self.board.place_item(item=self.placed_item, row=1, column=1) self.assertIsInstance(self.board.item(1, 1), pgl_board_items.BoardItem) self.board.clear_cell(1, 1) self.assertIsInstance(self.board.item(1, 1), pgl_board_items.BoardItemVoid) self.assertIsNone(self.board.clear_cell(1, 1, 10)) r = self.board.height - 1 c = self.board.width - 1 self.board.place_item(pgl_board_items.Door(name="door_layer_0"), r, c, 0) self.board.place_item(pgl_board_items.Door(name="door_layer_1"), r, c, 1) self.board.place_item(pgl_board_items.Door(name="door_layer_2"), r, c, 2) self.board.place_item(pgl_board_items.Door(name="door_layer_3"), r, c, 3) self.assertIsNone(self.board.clear_cell(r, c, 2)) self.assertEqual(self.board.layers(r, c), 3) self.board.place_item(pgl_board_items.Door(name="door_layer_3bis"), r, c, 3, False) self.assertIsNone(self.board.clear_cell(r, c, 1)) self.assertEqual(self.board.layers(r, c), 4)
def test_tools_function(self): b = engine.Board() g = engine.Game() g.player = constants.NO_PLAYER self.assertIsNone(g.add_board(1, b)) self.assertIsNone(g.change_level(1)) self.assertIsNone( g.add_npc(1, board_items.NPC(value=10, inventory_space=1), 1, 1)) self.assertIsNone( b.place_item(board_items.Door(value=10, inventory_space=1), 1, 2)) self.assertIsNone( b.place_item(board_items.Wall(value=10, inventory_space=1), 1, 3)) self.assertIsNone( b.place_item( board_items.GenericStructure(value=10, inventory_space=1), 1, 4)) self.assertIsNone( b.place_item( board_items.GenericActionableStructure(value=10, inventory_space=1), 1, 5, )) self.assertIsNone( b.place_item( board_items.Door(value=10, inventory_space=1, sprixel=core.Sprixel("#")), 2, 2, )) self.assertIsNone( b.place_item(board_items.Treasure(value=10, inventory_space=1), 1, 6)) with self.assertRaises(base.PglInvalidTypeException): g.neighbors("2") with self.assertRaises(base.PglInvalidTypeException): g.neighbors(2, "crash") g.object_library.append(board_items.NPC()) self.assertIsNone( g.save_board(1, "test-pygamelib.engine.Game.lvl1.json")) with self.assertRaises(base.PglInvalidTypeException): g.save_board("1", "test-pygamelib.engine.Game.lvl1.json") with self.assertRaises(base.PglInvalidTypeException): g.save_board(1, 1) with self.assertRaises(base.PglInvalidLevelException): g.save_board(11, "test-pygamelib.engine.Game.lvl1.json") self.assertIsInstance( g.load_board("test-pygamelib.engine.Game.lvl1.json", 1), engine.Board) self.assertEqual(g._string_to_constant("UP"), constants.UP) self.assertEqual(g._string_to_constant("DOWN"), constants.DOWN) self.assertEqual(g._string_to_constant("LEFT"), constants.LEFT) self.assertEqual(g._string_to_constant("RIGHT"), constants.RIGHT) self.assertEqual(g._string_to_constant("DRUP"), constants.DRUP) self.assertEqual(g._string_to_constant("DRDOWN"), constants.DRDOWN) self.assertEqual(g._string_to_constant("DLUP"), constants.DLUP) self.assertEqual(g._string_to_constant("DLDOWN"), constants.DLDOWN)
def test_move_simple(self): def _act(p): setattr(p[0], "test_callback", True) p[0].assertEqual(p[1], 1) i = pgl_board_items.Player(sprixel=gfx_core.Sprixel("*")) i.sprixel.is_bg_transparent = True b = pgl_engine.Board( name="test_board", size=[10, 10], player_starting_position=[0, 0], ) b.place_item(i, 0, 0) self.assertIsNone(b.move(i, constants.DOWN, 1)) self.assertIsNone(b.move(i, constants.UP, 1)) self.assertIsNone(b.move(i, constants.RIGHT, 1)) self.assertIsNone(b.move(i, constants.LEFT, 1)) self.assertIsNone(b.move(i, constants.DRDOWN, 1)) self.assertIsNone(b.move(i, constants.DRUP, 1)) self.assertIsNone(b.move(i, constants.DLDOWN, 1)) self.assertIsNone(b.move(i, constants.DLUP, 1)) self.assertIsNone(b.move(i, pgl_base.Vector2D(0, 0))) self.assertEqual(i.pos, [0, 0, 0]) setattr(self, "test_callback", False) b.place_item( pgl_board_items.GenericActionableStructure( action=_act, action_parameters=[self, 1]), 0, 1, ) self.assertIsNone(b.move(i, constants.RIGHT, 1)) self.assertIsNone(b.move(i, constants.RIGHT, 1)) self.assertTrue(getattr(self, "test_callback")) b.place_item(pgl_board_items.Treasure(value=50), i.row + 1, i.column) self.assertIsNone(b.move(i, constants.DOWN, 1)) self.assertEqual(i.inventory.value(), 50) b.place_item( pgl_board_items.Door(sprixel=gfx_core.Sprixel( bg_color=gfx_core.Color(45, 45, 45))), i.row + 1, i.column, ) b.place_item( pgl_board_items.Door(sprixel=gfx_core.Sprixel( bg_color=gfx_core.Color(45, 45, 45))), i.row + 2, i.column, ) self.assertIsNone(b.move(i, constants.DOWN, 1)) self.assertIsNone(b.move(i, constants.DOWN, 1)) self.assertIsNone(b.clear_cell(i.row, i.column))
def test_door(self): bi = board_items.Door() self.assertEqual(bi.model, "]") self.assertEqual(bi.name, "Door") self.assertEqual(bi.type, "door") bi = board_items.Door( value=1, inventory_space=5, model="]", name="The door", type="closed_door", pickable=False, overlappable=False, restorable=True, ) self.assertFalse(bi.pickable()) self.assertFalse(bi.overlappable()) self.assertTrue(bi.restorable())
def make_platform(b, row, column): psize = random.randint(2, 10) plateform = [] tmp_game = engine.Game() # Only because Game needs it, we don't care. tmp_game.player = board_items.Player() tmp_game.add_board(0, b) tmp_game.change_level(0) # print( # f"[d] make_platform at {row}, {column}, psize is {psize} column will be " # f"between {column} and {column + psize + 1}" # ) get_up = 0 # for i in range(column, column + psize + 1): for i in range(column - psize - 1, column): if i >= b.size[0]: break if not isinstance(b.item(row, i), board_items.BoardItemVoid): break if i in b.visited_columns: break # Check if we have other platforms around. # If yes moving the platform up. if get_up < 3: for e in tmp_game.neighbors(2, board_items.Door(pos=[row, i])): if e.type == "ground": get_up = 3 break if get_up < 4: for e in tmp_game.neighbors(1, board_items.Door(pos=[row, i])): if e.type == "ground": get_up = 4 break m = block_color() + " " + graphics.Style.RESET_ALL plateform.append( [board_items.Wall(model=m, item_type="platform"), row, i]) for i in plateform: b.place_item(i[0], i[1] - get_up, i[2]) if random.choice([True, False]): generate_treasure(b, i[1] - get_up - 1, i[2]) else: generate_trap(b, i[1] - get_up - 1, i[2]) b.visited_columns.append(i[2])
def test_item(self): self.board = pgl_engine.Board(name="test_board", size=[10, 10], player_starting_position=[5, 5]) self.placed_item = pgl_board_items.BoardItem() self.board.place_item(self.placed_item, 1, 1) self.returned_item = self.board.item(1, 1) self.assertEqual(self.placed_item, self.returned_item) with self.assertRaises( pgl_base.PglOutOfBoardBoundException) as excinfo: self.board.item(15, 15) self.assertTrue( "out of the board boundaries" in str(excinfo.exception)) sprix = gfx_core.Sprixel(bg_color=gfx_core.Color(45, 45, 45)) sprix.is_bg_transparent = True self.board.place_item( pgl_board_items.Door(sprixel=gfx_core.Sprixel( bg_color=gfx_core.Color(15, 15, 15))), 5, 5, ) i = pgl_board_items.NPC(sprixel=sprix) self.assertIsNone(self.board.place_item(i, 5, 5)) self.assertIsNone( self.board.place_item( pgl_board_items.ComplexNPC( base_item_type=pgl_board_items.Movable), 8, 8, 8, )) self.assertIsNone(self.board.place_item(pgl_board_items.Tile(), 8, 2)) with self.assertRaises(pgl_base.PglInvalidTypeException): self.board.place_item(1, 1, 1) with self.assertRaises(pgl_base.PglOutOfBoardBoundException): self.board.place_item(i, 100, 100) with self.assertRaises(pgl_base.PglInvalidTypeException): self.board.remove_item(1) # Let's try to break things j = pgl_board_items.NPC() j.store_position(2, 2) with self.assertRaises(pgl_base.PglException) as e: self.board.remove_item(j) self.assertEqual(e.exception.error, "invalid_item") self.assertTrue(self.board.remove_item(i)) b = pgl_engine.Board() i = pgl_board_items.ComplexNPC(sprite=gfx_core.Sprite( sprixels=[[gfx_core.Sprixel("#"), gfx_core.Sprixel("#")]])) self.assertIsNone(b.place_item(i, 5, 5, 0)) self.assertTrue(b.remove_item(i))
def test_move_complex(self): def _act(p): p[0].assertEqual(p[1], 1) self.board = pgl_engine.Board( name="test_board", size=[10, 10], player_starting_position=[5, 5], ) i = pgl_board_items.ComplexNPC(sprite=gfx_core.Sprite( default_sprixel=gfx_core.Sprixel("*"))) g = pgl_engine.Game(mode=constants.MODE_RT) self.board.place_item(i, 1, 1) self.assertIsInstance(self.board.item(1, 1), pgl_board_items.ComplexNPC) self.assertIsNone(self.board.move(i, constants.RIGHT, 1)) i = pgl_board_items.ComplexPlayer(sprite=gfx_core.Sprite( default_sprixel=gfx_core.Sprixel("*"), sprixels=[[gfx_core.Sprixel("@"), gfx_core.Sprixel("@")]], )) self.board.place_item(i, 3, 1) self.assertIsInstance(self.board.item(3, 1), pgl_board_items.ComplexPlayer) self.board.place_item( pgl_board_items.GenericActionableStructure( action=_act, action_parameters=[self, 1]), i.row, i.column + i.width, ) self.assertIsNone(self.board.move(i, constants.RIGHT, 1)) self.board.place_item(pgl_board_items.Treasure(value=50), i.row + i.height, i.column) self.assertIsNone(self.board.move(i, constants.DOWN, 1)) self.assertEqual(i.inventory.value(), 50) i.parent = g i.dtmove = 0.0 self.assertIsNone(self.board.move(i, pgl_base.Vector2D(1, 0))) i.dtmove = 5.0 self.assertIsNone(self.board.move(i, pgl_base.Vector2D(1, 0))) with self.assertRaises(pgl_base.PglObjectIsNotMovableException): self.board.move(pgl_board_items.Immovable(), constants.DOWN, 1) g.mode = constants.MODE_TBT self.board.place_item(pgl_board_items.Door(), i.row, i.column + i.width) self.assertIsNone(self.board.move(i, constants.RIGHT, 1)) self.assertIsNone(self.board.move(i, constants.RIGHT, 2)) self.assertIsNone(self.board.move(i, constants.DOWN, 2)) with self.assertRaises(pgl_base.PglInvalidTypeException): self.board.move(i, constants.DOWN, "1") with self.assertRaises(pgl_base.PglInvalidTypeException): self.board.move(i, "constants.DOWN", 1)
def test_pathfinder_bfs(self): npc = board_items.NPC() b = engine.Board() g = engine.Game() g.player = board_items.Player() g.add_board(1, b) g.add_npc(1, npc, 5, 5) g.change_level(1) actuators.PathFinder(actuated_object=npc) npc.actuator = actuators.PathFinder(parent=npc, game=g, circle_waypoints=False) with self.assertRaises(engine.base.PglInvalidTypeException): actuators.PathFinder( parent=npc, game=g, circle_waypoints=False, algorithm="constants.ALGO_BFS" ) npc.actuator.set_destination(2, 2) npc.actuator.find_path() self.assertTrue(len(npc.actuator.current_path()) > 0) with self.assertRaises(engine.base.PglInvalidTypeException): npc.actuator.set_destination("2", 2) npc.actuator.actuated_object = None with self.assertRaises(engine.base.PglException) as e: npc.actuator.find_path() self.assertEqual(e.error, "actuated_object is not defined") npc.actuator.actuated_object = board_items.Door() with self.assertRaises(engine.base.PglException) as e: npc.actuator.find_path() self.assertEqual(e.error, "actuated_object not a Movable object") npc.actuator.actuated_object = board_items.Door() npc.actuator.actuated_object = npc npc.actuator.destination = None with self.assertRaises(engine.base.PglException) as e: npc.actuator.find_path() self.assertEqual(e.error, "destination is not defined") b.place_item(board_items.Wall(), 2, 2) npc.actuator.set_destination(2, 2) self.assertEqual(npc.actuator.find_path(), []) # These tests are a recipe of how to NOT do things... npc.actuator.destination = (None, None) self.assertEqual(npc.actuator.next_move(), constants.NO_DIR) npc.actuator.set_destination(5, 5) npc.actuator._current_path = [] npc.actuator.next_move() npc.actuator.set_destination(2, 5) npc.actuator._current_path = [] nm = npc.actuator.next_move() self.assertEqual(nm, constants.UP) npc.actuator.add_waypoint(5, 6) npc.actuator.add_waypoint(6, 6) npc.actuator.add_waypoint(5, 4) npc.actuator.add_waypoint(4, 6) nm = None while nm != constants.NO_DIR: nm = npc.actuator.next_move() b.move(npc, nm, npc.step) with self.assertRaises(engine.base.PglInvalidTypeException): npc.actuator.add_waypoint(5, "6") with self.assertRaises(engine.base.PglInvalidTypeException): npc.actuator.add_waypoint("5", 6) npc.actuator.clear_waypoints() self.assertEqual(npc.actuator.next_waypoint(), (None, None)) npc.actuator.clear_waypoints() npc.actuator.destination = (None, None) npc.actuator.add_waypoint(10, 10) npc.actuator.add_waypoint(12, 15) self.assertEqual(npc.actuator.destination, (10, 10)) self.assertEqual(npc.actuator.next_waypoint(), (10, 10)) self.assertEqual(npc.actuator.next_waypoint(), (12, 15)) self.assertEqual(npc.actuator.next_waypoint(), (None, None)) npc.actuator.circle_waypoints = True self.assertEqual(npc.actuator.next_waypoint(), (10, 10)) with self.assertRaises(engine.base.PglInvalidTypeException): npc.actuator.remove_waypoint(10, "10") with self.assertRaises(engine.base.PglInvalidTypeException): npc.actuator.remove_waypoint("10", 10) with self.assertRaises(engine.base.PglException) as e: npc.actuator.remove_waypoint(30, 30) self.assertEqual(e.error, "invalid_waypoint") self.assertIsNone(npc.actuator.remove_waypoint(10, 10))
not args.silent and print( "Generating a Board out of the image...", end="", flush=True) # tile = board_items.Tile(sprite=spr) b = engine.Board(size=spr.size, ui_borders="", name=spr_id, DISPLAY_SIZE_WARNINGS=False) # b.place_item(tile, 0, 0) # Here we should just place a Tile but unfortunately the previous version of the # pygamelib do not actually save and load complex items but their components. # So for the moment we will convert each sprixel into a Door object. # TODO: add a --compatibility flag : when on we do that, when off we don't (i.e: we # place a Tile on the board) for sr in range(0, spr.height): for sc in range(0, spr.width): b.place_item(board_items.Door(sprixel=spr.sprixel(sr, sc)), sr, sc) # The game object is required to save boards... not a terribly good design... g = engine.Game() g.add_board(1, b) g.save_board(1, board_file) if not args.silent: print("done", flush=True) if args.show and not args.silent and sprite_valid: if spr.width <= base.Console.instance().width: print(spr) else: print( base.Text.yellow_bright( "The generated sprite is to large to display all at once correctly in " f"this terminal (sprite size is {spr.width}x{spr.height} and your " f"terminal is {base.Console.instance().width}x"
def test_tools_function(self): b = engine.Board() g = engine.Game() g.player = constants.NO_PLAYER self.assertIsNone(g.add_board(1, b)) self.assertIsNone(g.change_level(1)) self.assertIsNone( g.add_npc(1, board_items.NPC(value=10, inventory_space=1), 1, 1)) tmp_npc = g.get_board(1).item(1, 1) tmp_npc.actuator = actuators.PathFinder(game=g, actuated_object=tmp_npc) tmp_npc.actuator.set_destination(2, 5) tmp_npc.actuator.find_path() self.assertIsNone( b.place_item(board_items.Door(value=10, inventory_space=1), 1, 2)) self.assertIsNone( b.place_item(board_items.Wall(value=10, inventory_space=1), 1, 3)) self.assertIsNone( b.place_item( board_items.GenericStructure(value=10, inventory_space=1), 1, 4)) self.assertIsNone( b.place_item( board_items.GenericActionableStructure(value=10, inventory_space=1), 1, 5, )) self.assertIsNone( b.place_item( board_items.Door(value=10, inventory_space=1, sprixel=core.Sprixel("#")), 2, 2, )) self.assertIsNone( b.place_item(board_items.Treasure(value=10, inventory_space=1), 1, 6)) with self.assertRaises(base.PglInvalidTypeException): g.neighbors("2") with self.assertRaises(base.PglInvalidTypeException): g.neighbors(2, "crash") g.object_library.append(board_items.NPC()) self.assertIsNone( g.save_board(1, "test-pygamelib.engine.Game.lvl1.json")) with self.assertRaises(base.PglInvalidTypeException): g.save_board("1", "test-pygamelib.engine.Game.lvl1.json") with self.assertRaises(base.PglInvalidTypeException): g.save_board(1, 1) with self.assertRaises(base.PglInvalidLevelException): g.save_board(11, "test-pygamelib.engine.Game.lvl1.json") self.assertIsInstance( g.load_board("test-pygamelib.engine.Game.lvl1.json", 1), engine.Board) self.assertEqual(g._string_to_constant("UP"), constants.UP) self.assertEqual(g._string_to_constant("DOWN"), constants.DOWN) self.assertEqual(g._string_to_constant("LEFT"), constants.LEFT) self.assertEqual(g._string_to_constant("RIGHT"), constants.RIGHT) self.assertEqual(g._string_to_constant("DRUP"), constants.DRUP) self.assertEqual(g._string_to_constant("DRDOWN"), constants.DRDOWN) self.assertEqual(g._string_to_constant("DLUP"), constants.DLUP) self.assertEqual(g._string_to_constant("DLDOWN"), constants.DLDOWN) with self.assertRaises(base.PglInvalidTypeException): g.delete_level() with self.assertRaises(base.PglInvalidLevelException): g.delete_level(42) g.delete_level(1) g.delete_all_levels() self.assertIsNone(g.current_board()) bi = board_items.Door( value=10, inventory_space=0, pickable=False, overlappable=True, restorable=True, ) obj = engine.Game._ref2obj(bi.serialize()) self.assertIsInstance(obj, board_items.Door) bi = board_items.Treasure( value=10, inventory_space=0, pickable=False, overlappable=True, restorable=True, ) obj = engine.Game._ref2obj(bi.serialize()) self.assertIsInstance(obj, board_items.Treasure) bi = board_items.GenericActionableStructure( value=10, inventory_space=0, pickable=False, overlappable=True, restorable=True, ) obj = engine.Game._ref2obj(bi.serialize()) self.assertIsInstance(obj, board_items.GenericActionableStructure) bi = board_items.NPC( value=10, inventory_space=10, pickable=False, overlappable=True, restorable=True, ) bi.actuator = actuators.PathActuator(path=[constants.UP]) obj = engine.Game._ref2obj(bi.serialize()) self.assertIsInstance(obj, board_items.NPC) bi.actuator = actuators.PatrolActuator(path=[constants.UP]) obj = engine.Game._ref2obj(bi.serialize()) self.assertIsInstance(obj.actuator, actuators.PatrolActuator)
def generate_level(g, b): # When we get the map, the last row is full of blocks last_alt = b.size[1] - 1 gap = 0 gap_threshold = 2 b.visited_columns = [] # We keep a count of the treasures we can put on the map as well as the rate we # can put them on (in percent). There is no possibility that we will end up with # more items, but there is a small possibility that we end up with less b.treasures = { "timers": { "count": int(math.log(g.current_level + 1)), "rate": 10, "placed": 0, }, "scorers": { "count": 1 + int(math.log(g.current_level + 1)), "rate": 10, "placed": 0, }, "1UP": {"count": 1, "rate": int(math.log(g.current_level + 1)), "placed": 0}, "diamond": {"count": 1, "rate": 2, "placed": 0}, } # We go through all the column of the map. for x in range(5, b.size[0]): # print(f"[d] generate level x={x}") # We have 50% chance of putting an obstacle. if random.choice([True, False]): if gap > gap_threshold: for k in range(x - gap, x): b.clear_cell(b.size[1] - 1, k) alt = random.randint(last_alt - 2, b.size[1] - 1) last_alt = alt y = 0 for y in range(alt + 1, b.size[1] - 1): # print(f"[d] generate level y={y}") b.place_item( board_items.Wall( model=block_color() + " " + graphics.Style.RESET_ALL, type="ground", ), y, x, ) # generate_treasure(b, y - 1, x) # For the fun of it and also to break monotony we have 20% of chance # of placing a platform here (of random size). We'll put treasures on # them later. if random.randint(0, 100) >= 80: make_platform(b, last_alt - random.randint(2, 3), x) # if y < b.size[1] - 1: # generate_trap(b, alt, x) # Just to break monotony, we have 33% chance of putting a cloud # in the background if random.randint(0, 100) >= 66: b.place_item( board_items.Door( model=bg_color + "\U00002601 " + graphics.Style.RESET_ALL ), alt - 8 + random.randint(-2, 2), x, ) gap = 0 else: # If we didn't put an obstacle, we keep track of the gap we're leaving. # When the gap is spreading over a threshold, we have 50% chance of # emptying it (we make a pit) gap += 1 b.place_item( board_items.GenericActionableStructure( model=bg_color + graphics.Models.CYCLONE + graphics.Style.RESET_ALL, type="exit", action=change_level, action_parameters=[g], ), last_alt - 1, b.size[0] - 1, ) # The map is done, let's add treasures and traps. # we travel the map once again and look for openings idx = 0 while b.available_traps > 0 or idx < 10: for col in range(5, b.size[0]): if random.choice([True, False]): candidates = [] for row in range(0, b.size[1]): item = b.item(row, col) # We only put treasures and traps on the ground if ( not isinstance(item, board_items.BoardItemVoid) and item.type == "ground" ): # We want at least 2 free cells in all directions (except down) free_cells = [ (row - 1, col), (row - 2, col), (row - 1, col - 1), (row - 1, col - 2), (row - 2, col - 1), (row - 2, col - 2), (row - 1, col + 1), (row - 1, col + 2), (row - 2, col + 1), (row - 2, col + 2), ] good_candidate = True for coord in free_cells: if coord[0] >= b.size[1] or coord[1] >= b.size[0]: continue cell = b.item(coord[0], coord[1]) if not isinstance(cell, board_items.BoardItemVoid): good_candidate = False break if good_candidate: candidates.append(item) for c in candidates: generate_trap(b, c.pos[0], c.pos[1]) idx += 1 idx = 0 while True: for col in range(5, b.size[0]): if random.choice([True, False]): candidates = [] for row in range(0, b.size[1]): item = b.item(row, col) # We only put treasures and traps on the ground if ( not isinstance(item, board_items.BoardItemVoid) and item.type == "ground" ): # We want at least 2 free cells in all directions (except down) free_cells = [ (row - 1, col), (row - 2, col), (row - 1, col - 1), (row - 1, col - 2), (row - 2, col - 1), (row - 2, col - 2), (row - 1, col + 1), (row - 1, col + 2), (row - 2, col + 1), (row - 2, col + 2), ] good_candidate = True for coord in free_cells: if coord[0] >= b.size[1] or coord[1] >= b.size[0]: continue cell = b.item(coord[0], coord[1]) if not isinstance(cell, board_items.BoardItemVoid): good_candidate = False break if good_candidate: candidates.append(item) for c in candidates: generate_trap(b, c.pos[0], c.pos[1]) idx += 1 if b.treasures["scorers"]["count"] <= 0 and b.treasures["timers"]["count"] <= 0: break if idx == 10: break
def test_screen_buffer(self): sprites_panda = SpriteCollection.load_json_file("tests/panda.spr") b = engine.Board(size=[20, 20]) s = engine.Screen(50, 50) # Because CircleCI return a console with no size (most probably because we are # not attached to any terminal), we need to make sure that the partial display # tests work in that environment too screen_width = 0 screen_height = 0 if s.width <= 0: screen_width = 50 else: screen_width = s.width if s.height <= 0: screen_height = 50 else: screen_height = s.height self.assertEqual(s.vcenter, int(s.height / 2)) self.assertEqual(s.hcenter, int(s.width / 2)) b.place_item(board_items.Tile(sprite=sprites_panda["panda"]), 0, 0) self.assertIsInstance(b.render_cell(1, 1), Sprixel) b.item(19, 19).model = "@" b.item(19, 19).sprixel = None self.assertIsInstance(b.render_cell(19, 19), Sprixel) self.assertEqual(b.render_cell(19, 19), Sprixel()) b.place_item(board_items.Door(), 19, 19) b.place_item( board_items.Door(sprixel=Sprixel( "*", Color(125, 125, 0), is_bg_transparent=False)), 19, 19, ) b.place_item( board_items.Door(sprixel=Sprixel("#", is_bg_transparent=True)), 19, 19) b.place_item( board_items.NPC(sprixel=Sprixel("$", is_bg_transparent=True)), 19, 19) self.assertEqual(b.layers(19, 19), 4) b.place_item( board_items.BoardItemVoid(sprixel=Sprixel(is_bg_transparent=True)), 19, 19) b.place_item( board_items.BoardItemVoid(sprixel=Sprixel(is_bg_transparent=True)), 19, 19) self.assertIsInstance(b.render_cell(19, 19), Sprixel) b._clean_layers(19, 19) self.assertEqual(b.layers(19, 19), 3) b._clean_layers(18, 19) self.assertEqual(b.layers(18, 19), 1) with self.assertRaises(base.PglOutOfBoardBoundException): b.render_cell(50, 50) self.assertIsNone(s.clear_buffers()) self.assertIsNone(s.clear_screen_buffer()) self.assertTrue(s._is_dirty) self.assertTrue(functions.pgl_isinstance(s.buffer, "numpy.ndarray")) self.assertIsNone(s.update()) b = engine.Board(size=[1, 1]) b.place_item(board_items.Wall(model="##"), 0, 0) self.assertIsNone(s.place("test", 0, 0)) self.assertIsNone(s.place(b, 1, 0)) self.assertIsInstance(s.get(1, 0), engine.Board) t = base.Text("test 2") self.assertIsNone(s.place(t, 2, 0)) self.assertIsNone(s.place(sprites_panda["panda"], 0, 5)) self.assertIsNone(s.place(TB(), 3, 0)) self.assertIsNone(s.place(board_items.BoardItem(model="##"), 10, 0)) self.assertIsNone( s.place( board_items.Tile(sprite=Sprite(sprixels=[ [Sprixel("##"), Sprixel("##")], [Sprixel("##"), Sprixel("##")], ])), 4, 0, )) self.assertIsNone( s.place( Sprite(sprixels=[ [Sprixel("##"), Sprixel("##")], [Sprixel("###"), Sprixel("##")], ]), 8, 0, )) s.force_render() with self.assertRaises(base.PglInvalidTypeException): s.place(None, 0, 0) with self.assertRaises(base.PglInvalidTypeException): s.place(1, 0, 0) with self.assertRaises(base.PglException): s.place(TB(), 400, 0) with self.assertRaises(base.PglException): s.place(TB(), 0, 400) s.force_update() t.text = "update" self.assertIsNone( s.place(sprites_panda["panda"], screen_height - 2, screen_width - 2)) self.assertIsNone(s.place("test", 1, screen_width - 2)) s.update() self.assertIsNone(s.render()) # Should not render self.assertFalse(s.need_rendering) s.trigger_rendering() self.assertTrue(s.need_rendering) # Now testing partial display camera = board_items.Camera() camera.row = 0 camera.column = 0 b = engine.Board( size=[screen_width * 2, screen_height * 2], enable_partial_display=True, partial_display_viewport=[ int(screen_height / 2) - 1, int(screen_width / 2) - 1, ], partial_display_focus=camera, DISPLAY_SIZE_WARNINGS=False, ) for row in range(0, b.height): for col in range(0, b.width): b.place_item( board_items.Wall(sprixel=Sprixel( " ", Color(row * 4, col, int((row + col) / 2))), ), row, col, ) self.assertIsNone(s.place(b, 0, 0, 2)) s.trigger_rendering() self.assertIsNone(s.update()) b.partial_display_viewport = [ int(screen_height / 2) - 1, int(screen_width / 2) - 1, ] camera.row = b.height - 1 camera.column = b.width - 1 self.assertIsNone(s.trigger_rendering()) self.assertIsNone(s.update()) camera = board_items.Tile( sprite=Sprite(sprixels=[[Sprixel("+"), Sprixel("+")], [Sprixel("+"), Sprixel("+")]])) b.partial_display_focus = camera # Please never do that in real life... camera.pos = [1, 1] self.assertIsNone(s.trigger_rendering()) self.assertIsNone(s.render()) self.assertIsNone(s.update()) # This will succeed but the str type cannot benefit from deferred rendering. self.assertIsNone(s.place("test delete", 0, 0, 2)) self.assertIsNone(s.update()) self.assertIsNone(s.delete(0, 0)) self.assertIsNone(s.update()) self.assertIsNone( functions.render_string_to_buffer( "hello", s._display_buffer, 0, 0, s._display_buffer.shape[0], s._display_buffer.shape[1], )) # This test has nothing to do here... but I'm lazy. self.assertEqual(5, functions.clamp(5, 0, 10)) self.assertEqual(0, functions.clamp(-5, 0, 10)) self.assertEqual(10, functions.clamp(15, 0, 10)) # This one either and it's even worst: it's going to disappear! t = base.Text("this is a text\non multiple lines") t.render_to_buffer( s._display_buffer, s._display_buffer.shape[0] - 1, s._display_buffer.shape[1] - 5, s._display_buffer.shape[0], s._display_buffer.shape[1], ) s.update() t = base.Text( "this is a text", Color(0, 0, 0), Color(255, 255, 255), font=Font("8bits"), ) t.render_to_buffer( s._display_buffer, s._display_buffer.shape[0] - 1, s._display_buffer.shape[1] - 5, s._display_buffer.shape[0], s._display_buffer.shape[1], ) s.update()