Пример #1
0
    def test_projectile(self):
        with self.assertRaises(board_items.base.PglException) as e:
            board_items.Projectile(range=6, step=4)
        self.assertEqual(e.exception.error, "incorrect_range_step")
        p = board_items.Projectile()
        self.assertFalse(p.has_inventory())
        self.assertTrue(p.overlappable())
        self.assertTrue(p.restorable())
        # Directional animations
        p.add_directional_animation(constants.DOWN, gfx_core.Animation())
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.add_directional_animation("crash", gfx_core.Animation())
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.add_directional_animation(constants.DOWN, "crash")
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.directional_animation("crash")
        self.assertIsInstance(
            p.directional_animation(constants.DOWN), gfx_core.Animation
        )
        self.assertIsNone(p.directional_animation(constants.UP))
        p.movement_animation = gfx_core.Animation()
        self.assertIsInstance(p.directional_animation(constants.UP), gfx_core.Animation)
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.remove_directional_animation("crash")
        self.assertIsNone(p.remove_directional_animation(constants.DOWN))
        # Directional models
        p.add_directional_model(constants.DOWN, "|")
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.add_directional_model("crash", "|")
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.add_directional_model(constants.DOWN, 1)
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.directional_model("crash")
        self.assertEqual(p.directional_model(constants.DOWN), "|")
        self.assertEqual(p.directional_model(constants.UP), "⌁")
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.remove_directional_model("crash")
        self.assertIsNone(p.remove_directional_model(constants.DOWN))
        with self.assertRaises(board_items.base.PglInvalidTypeException):
            p.set_direction("crash")
        self.assertIsNone(p.set_direction(constants.DOWN))
        p.animation = gfx_core.Animation()
        p.hit_model = "*"
        self.assertIsNone(p.hit([board_items.BoardItemVoid]))

        def _r():
            pass

        p.hit_animation = gfx_core.Animation(refresh_screen=_r, parent=p)
        self.assertIsNone(p.hit([board_items.BoardItemVoid]))

        def _cb(p, o, params):
            return True

        p.hit_callback = _cb
        self.assertIsNone(p.hit([board_items.BoardItemVoid]))
Пример #2
0
    def test_projectile_management(self):
        def _hit(p, t, ex):
            if len(ex) > 0:
                ex[0].stop()

        def _fake_hit(p, t, ex):
            pass

        def _upd(g, i, dt):
            pass

        b = engine.Board()
        g = engine.Game(user_update=_upd)
        g.player = constants.NO_PLAYER
        self.assertIsNone(g.add_board(1, b))
        g.change_level(1)
        p = board_items.Projectile(hit_model="*",
                                   hit_callback=_fake_hit,
                                   callback_parameters=[g])
        p.actuator = None
        p.step = None
        self.assertIsNone(g.add_projectile(1, p, 1, 1))
        self.assertIsNone(g.add_projectile(1, board_items.Projectile(), 1,
                                           100))
        b.place_item(board_items.Wall(), 5, 5)
        b.place_item(board_items.Wall(), 1, 3)
        p2 = board_items.Projectile(hit_model="*",
                                    hit_callback=_fake_hit,
                                    callback_parameters=[g])
        p2.set_direction(constants.LEFT)
        g.add_projectile(1, p2, 1, 5)
        g.add_projectile(
            1,
            board_items.Projectile(hit_model="*",
                                   hit_callback=_hit,
                                   callback_parameters=[g]),
            8,
            1,
        )
        g.add_projectile(
            1,
            board_items.Projectile(
                hit_model="*",
                hit_callback=_fake_hit,
                callback_parameters=[g],
                range=3,
                is_aoe=True,
            ),
            9,
            1,
        )
        self.assertIsNone(
            g.add_projectile(1, board_items.Projectile(hit_callback=_hit), 5,
                             5))
        self.assertIsNone(
            g.add_projectile(
                1, board_items.Projectile(hit_callback=_hit, is_aoe=True), 5,
                5))
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile(1, board_items.Projectile(), "1")
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile(1, board_items.Projectile(), None, "1")
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile(1, board_items.Projectile(), 1, "1")
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile(1, board_items.Projectile(), "1", 1)
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile(1, 1)
        with self.assertRaises(base.PglInvalidTypeException):
            g.add_projectile("1", board_items.NPC())
        self.assertIsNone(g.actuate_projectiles(1))
        g.mode = constants.MODE_RT
        g.start()
        self.assertIsNone(g.actuate_projectiles(1))
        with self.assertRaises(base.PglInvalidLevelException):
            g.actuate_projectiles(99)
        with self.assertRaises(base.PglInvalidTypeException):
            g.actuate_projectiles("1")
        g.run()
Пример #3
0
def ui_threaded(g):
    while g.state != constants.STOPPED:
        gravity(g)
        refresh_screen(g)
        g.actuate_projectiles(g.current_level)
        sleep(0.1)
        if g.state == constants.RUNNING:
            g.timer -= 0.1
            for trap in g.current_board().get_immovables(type="trap."):
                # Only actually fire for traps that are on screen or close
                if (
                    trap.pos[1] > g.player.pos[1] + g.partial_display_viewport[1] + 5
                    or trap.pos[1] < g.player.pos[1] - g.partial_display_viewport[1] - 5
                ):
                    continue
                if trap.type == "trap.hfire":
                    trap.fire_timer -= 0.1
                    if trap.fire_timer <= 0.0:
                        proj = board_items.Projectile(
                            model=bg_color
                            + base.Text.yellow_bright("\U00002301\U00002301")
                            + graphics.Style.RESET_ALL,
                            name="zap",
                            range=5,
                            hit_model=bg_color
                            + graphics.Models.HIGH_VOLTAGE
                            + graphics.Style.RESET_ALL,
                            hit_callback=zap_callback,
                        )
                        proj.set_direction(trap.fdir)
                        trap_shoot_wave_obj.play()
                        if trap.fdir == constants.RIGHT:
                            g.add_projectile(
                                g.current_level, proj, trap.pos[0], trap.pos[1] + 1
                            )
                        else:
                            g.add_projectile(
                                g.current_level, proj, trap.pos[0], trap.pos[1] - 1
                            )
                        trap.fire_timer = 1.5
                elif trap.type == "trap.vfire":
                    trap.fire_timer -= 0.1
                    if trap.fire_timer <= 0.0:
                        proj = board_items.Projectile(
                            model=bg_color
                            + graphics.Models.BOMB
                            + graphics.Style.RESET_ALL,
                            name="boom",
                            range=2,
                            hit_model=bg_color
                            + graphics.Models.COLLISION
                            + graphics.Style.RESET_ALL,
                            hit_callback=boom_callback,
                            is_aoe=True,
                            aoe_radius=1,
                        )
                        proj.set_direction(trap.fdir)
                        trap_shoot_wave_obj.play()
                        # Right now if the player sits on it, it does nothing.
                        g.add_projectile(
                            g.current_level, proj, trap.pos[0] - 1, trap.pos[1]
                        )
                        trap.fire_timer = 2.5
        if g.player.pos[0] == g.current_board().size[1] - 1:
            g.timer = 0.0
        if round(g.timer, 1) <= 0.0:
            g.player.model = bg_color + graphics.Models.SKULL + graphics.Style.RESET_ALL
            g.player.remaining_lives -= 1
            refresh_screen(g)
        if (
            g.player.pos[0] == g.current_board().size[1] - 1 and g.player.dy == 0
        ) or round(g.timer, 1) <= 0.0:
            if g.player.remaining_lives == 0:
                game_over_wave_obj.play()
                g.stop()
                g.config("settings")["hiscores"].append([g.player.name, g.score])
                if len(g.config("settings")["hiscores"]) > 10:
                    g.config("settings")["hiscores"] = sorted(
                        g.config("settings")["hiscores"],
                        reverse=True,
                        key=lambda x: x[1],
                    )[0:10]
                raise SystemExit()
            else:
                death_wave_obj.play()
                g.current_board().clear_cell(g.player.pos[0], g.player.pos[1])
                potential_respawns = g.neighbors(2, g.player)
                g.player.model = (
                    bg_color + graphics.Models.PANDA + graphics.Style.RESET_ALL
                )
                for o in potential_respawns:
                    if o.type == "platform":
                        g.current_board().place_item(
                            g.player, g.current_board().size[1] - 10, o.pos[1]
                        )
                        g.player.max_y = g.current_board().size[1] - 11
                        g.player.dy = 0
                        g.timer = 30 + 10 * g.player.remaining_lives
                        break
        if len(g.obj_stack) > 0:
            new_stack = []
            for o in g.obj_stack:
                if isinstance(
                    g.current_board().item(o.pos[0], o.pos[1]),
                    board_items.BoardItemVoid,
                ):
                    g.current_board().place_item(o, o.pos[0], o.pos[1])
                    sprouted_trees = g.current_board().get_immovables(
                        type="sprouted_tree"
                    )
                    # Some times the game hangs and I wonder if it's not coming from
                    # here. I'm trying to put a hard stop here.
                    hard_stop = 0
                    while (
                        len(g.current_board().get_immovables(type="sprouted_tree")) > 2
                        and hard_stop < 20
                    ):
                        goner = sprouted_trees[0]
                        for i in sprouted_trees:
                            if i.age < goner.age:
                                goner = i
                        g.current_board().clear_cell(goner.pos[0], goner.pos[1])
                        hard_stop += 1
                else:
                    new_stack.append(o)
            g.obj_stack = new_stack
        if g.player.inventory.size() > 0:
            for iname in g.player.inventory.items_name():
                item = g.player.inventory.get_item(iname)
                pickup_wave_obj.play()
                if item.type == "treasure.scorers":
                    g.score += int(item.value)
                elif item.type == "treasure.timers":
                    g.timer += int(item.value)
                elif item.type == "treasure.diamond":
                    g.timer += item.value
                    g.score += int(item.value)
                elif item.type == "treasure.1UP":
                    g.player.remaining_lives += 1
            g.player.inventory.empty()
Пример #4
0
)
wall = board_items.Wall(model=graphics.Models.BRICK)
b.place_item(wall, 1, 6)
g = engine.Game()
g.add_board(1, b)
g.player = board_items.Player(model=graphics.Models.MAGE, name="The Maje")
g.player.mp = 20
g.player.max_mp = 20
g.change_level(1)
key = None

black_circle = "-\U000025CF"
circle_jot = "-\U0000233E"

throw_fireball = False
projectile = board_items.Projectile()

while True:
    if key == "Q":
        break
    elif key == "1":
        viewport = [10, 10]
        g.partial_display_viewport = viewport
    elif key == "2":
        viewport = [15, 30]
        g.partial_display_viewport = viewport
    elif key == "3":
        viewport = [20, 20]
        g.partial_display_viewport = viewport
    if key == " ":
        if g.player.mp >= 4:
Пример #5
0
     if g.player.dy == 0 and len(g.neighbors(1, g.player)) > 0:
         # Jump
         # Start with sound
         jump_wave_obj.play()
         g.player.max_y = g.player.pos[0] - 3
         g.player.dy = 1
 elif key == "X":
     g.stop()
     break
 elif key in "awsdzq":
     projectile = board_items.Projectile(
         name="treeball",
         direction=constants.RIGHT,
         range=2,
         model=base.Text.green_bright(
             bg_color + " *" + graphics.Style.RESET_ALL
         ),
         hit_model=bg_color
         + graphics.Models.DECIDUOUS_TREE
         + graphics.Style.RESET_ALL,
         hit_callback=sprout,
     )
     row = g.player.pos[0]
     column = g.player.pos[1] + 1
     if key == "w" or key == "z":
         projectile.set_direction(constants.UP)
         row = g.player.pos[0] - 1
         column = g.player.pos[1]
     elif key == "s":
         projectile.set_direction(constants.DOWN)
         row = g.player.pos[0] + 1
         column = g.player.pos[1]