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test_game.py
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test_game.py
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from PyQt5.QtCore import (
Qt,
QRect,
QRectF,
QBasicTimer,
QPoint,
QUrl,
QFile,
QIODevice
)
from PyQt5.QtGui import (
QBrush,
QColor,
QPen,
QFont,
QFontDatabase,
QPixmap,
)
from PyQt5.QtWidgets import (
QApplication,
QGraphicsItem,
QGraphicsObject,
QGraphicsPixmapItem,
QGraphicsRectItem,
QGraphicsScene,
QGraphicsTextItem,
QGraphicsView
)
from PyQt5.QtMultimedia import (
QMediaPlayer,
QMediaContent,
QSound,
QAudioFormat,
QAudioOutput,
QSoundEffect,
QMediaPlaylist
)
import pytest
import sys
from map import Map
from flag import Flag
from game import Scene
from bullet import Bullet
from player import Player
from enemy_tank import EnemyTank
from explosion import Explosion
from moveable_object import MoveableObject
from bonus import Bonus
from game_object import GameObject
app = QApplication(sys.argv)
map = Map()
flag = Flag()
scene = Scene()
player = Player()
bullet = Bullet(player)
@pytest.fixture
def test_map_init():
assert type(map) == Map
def test_map_init_level():
assert len(map.objects) > 0
assert len(map.all_enemys) > 0
def test_map_init_borders():
result = False
for obj in map.objects:
if obj.type == 'BORDER':
result = True
assert result
def test_flag_init():
assert type(flag) == Flag
def test_flag_update():
flag.isBroken = True
flag.update(scene)
assert scene.is_game_over
def test_bullet_update():
player.bullets.append(bullet)
scene.addItem(bullet)
pos = bullet.pos()
bullet.isBroken = True
bullet.update(scene)
assert pos != bullet.pos()
def test_bullet_overlap():
bullet = Bullet(player)
tank = map.all_enemys.pop()
bullet.processing_overlap(scene, tank)
assert bullet.isBroken
def test_player_press_key():
player.processing_keys([Qt.Key_W, Qt.Key_Space], scene)
assert player.direction == 'UP'
def test_player_update():
player.bonus = 'BONUS_TIME'
player.update(scene)
assert scene.freeze_enemys
def test_player_level_up():
player.level = 3
player.level_up()
assert player.health == 4
def test_player_check_hp():
player.health = 0
scene.addItem(player)
player.check_hp(scene)
assert player.lives == 2
def test_player_destroy_enemys():
enemy = EnemyTank('4')
scene.enemys.append(enemy)
player.destroy_enemys(scene)
assert enemy.health == 0
def test_enemy_update():
scene.freeze_enemys = False
enemy = map.all_enemys.pop()
pos = enemy.pos()
scene.addItem(enemy)
scene.enemys.append(enemy)
enemy.health = 0
enemy.timer_move = 150
enemy.update(scene)
assert pos != enemy.pos()
def test_explosion():
exp = Explosion(QPoint(0, 0), 'BIG')
scene.addItem(exp)
scene.map.objects.append(exp)
exp.ticks = 5
exp.update(scene)
pos = exp.pos()
assert QPoint(0, 0) != pos
exp.ticks = 12
exp.update(scene)
assert pos != exp.pos()
def test_moveable_obj_move():
player.move('UP')
assert player.pos().y() == 382
player.move('DOWN')
assert player.pos().y() == 384
player.move('RIGHT')
assert player.pos().x() == 146
player.move('LEFT')
assert player.pos().x() == 144
def test_moveable_obj_correct():
player.correct_position('RIGHT')
player.correct_position('UP')
assert player.pos().y() == 384
def test_moveable_obj_rect():
rect = player.create_rect(QPoint(0, 0), 10, 20)
assert rect == QRectF(0, 0, 20, 20)
rect = player.create_rect(QPoint(0, 0), 20, 10)
assert rect == QRectF(0, 0, 20, 20)
def test_moveable_obj_angle():
assert player.get_angle() == 270
def test_moveable_obj_overlap():
bonus = Bonus()
scene.addItem(bonus)
scene.map.objects.append(bonus)
player.processing_overlap(scene, bonus)
assert player.bonus is not None
def test_moveable_obj_overlap_break():
tank = EnemyTank('5')
brick = GameObject('BRICK', QPoint(0, 0), 32, 32, 1, True)
scene.addItem(brick)
scene.map.objects.append(brick)
length = len(scene.items())
tank.processing_overlap(scene, brick)
assert length > len(scene.items())
def test_game():
scene = Scene()
scene.update_scene()
assert True