Initial commit
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136
tests/conftest.py
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136
tests/conftest.py
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"""Shared pytest fixtures + helpers for the Dying Phone engine tests.
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Everything runs headless via SDL's dummy drivers, so no window is needed.
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"""
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import os
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os.environ.setdefault("SDL_VIDEODRIVER", "dummy")
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os.environ.setdefault("SDL_AUDIODRIVER", "dummy")
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import pygame
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import pytest
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from game import settings as S
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from game.level import Level
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from game.game import Game
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from game.player import InputState
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DT = 1 / 60.0
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@pytest.fixture(scope="session", autouse=True)
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def _pygame():
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pygame.init()
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pygame.display.set_mode((64, 64)) # a display so convert_alpha() works
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yield
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pygame.quit()
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# --- level/game factories ----------------------------------------------------
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@pytest.fixture
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def make_level(tmp_path):
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n = [0]
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def _make(yaml_text):
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n[0] += 1
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path = tmp_path / f"level_{n[0]}.yaml"
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path.write_text(yaml_text)
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return Level(str(path))
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return _make
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@pytest.fixture
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def make_game(tmp_path):
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n = [0]
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def _make(yaml_text, **kw):
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n[0] += 1
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path = tmp_path / f"game_{n[0]}.yaml"
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path.write_text(yaml_text)
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# nonexistent assets dir -> placeholder rectangles (deterministic)
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return Game([str(path)], str(tmp_path / "no_assets"), **kw)
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return _make
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# --- run-loop helpers ---------------------------------------------------------
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def step(game, inp=None):
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"""Advance one frame, mirroring Game.run()'s per-state dispatch."""
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inp = inp or InputState()
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if game.state == "playing":
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game._update_play(DT, inp)
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elif game.state == "dying":
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game.death_timer -= DT
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if game.death_timer <= 0:
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game._respawn()
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elif game.state == "charging":
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game.charge_timer += DT
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if game.charge_timer >= S.CHARGE_TIME:
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game.state = "won_all" if game._final else "won_level"
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elif game.state == "fading":
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game._update_fade(DT)
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def run(game, frames, inp_fn=None):
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for i in range(frames):
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step(game, inp_fn(i) if inp_fn else None)
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def place(game, col, row):
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"""Put the player's feet at the bottom of cell (col,row), centred."""
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t = game.level.tile
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game.player.fx = float(col * t + (t - game.player.w) / 2)
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game.player.fy = float(row * t + (t - game.player.h))
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game.player.vx = game.player.vy = 0.0
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game.player._sync_rect()
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def hold(**flags):
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inp = InputState()
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for k, v in flags.items():
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setattr(inp, k, v)
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return inp
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# --- fakes for isolated trap unit tests --------------------------------------
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class FakeLevel:
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tile = 32
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debug = False
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width = 800
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height = 480
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def cell_rect(self, c, r):
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return pygame.Rect(c * 32, r * 32, 32, 32)
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class FakePlayer:
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def __init__(self, rect):
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self.rect = rect
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self.w = rect.w
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self.h = rect.h
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self.fx = float(rect.x)
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self.fy = float(rect.y)
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self.vx = self.vy = 0.0
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def _sync_rect(self):
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self.rect.x = round(self.fx)
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self.rect.y = round(self.fy)
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class FakeGame:
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def __init__(self, rect):
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self.player = FakePlayer(rect)
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def reversals(values):
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"""Count direction reversals in a numeric sequence (for jitter tests)."""
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rev, prev = 0, 0
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for i in range(1, len(values)):
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d = (values[i] > values[i - 1]) - (values[i] < values[i - 1])
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if d and prev and d != prev:
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rev += 1
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if d:
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prev = d
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return rev
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176
tests/test_block.py
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176
tests/test_block.py
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"""The unified `block` trap: modes, deadly/fake/crumble, jitter, sensing."""
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import pygame
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from conftest import FakeGame, FakeLevel, reversals, step, run, place, hold
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from game.traps import Block, expand_spec
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def block(**spec):
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spec.setdefault("type", "block")
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spec.setdefault("at", [16, 6])
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return Block(spec, FakeLevel())
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def test_stationary_is_solid():
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b = block(at=[3, 3])
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assert b.solid_rects() == [b._rect()]
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assert b.hazard_rects() == []
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def test_deadly_is_hazard_not_solid():
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b = block(at=[3, 3], deadly=True)
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assert b.solid_rects() == []
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assert b.hazard_rects() # non-empty
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def test_fake_is_drawn_but_not_solid():
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b = block(at=[3, 3], fake=True)
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assert b.solid_rects() == [] # you fall through
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assert b.sprite == "fake_block" # looks like a real block
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def test_crumble_cycle_and_emerge_kill(make_game):
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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######
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#.P..#
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#...G#
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######
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traps:
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- type: block
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at: [2, 2]
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crumble: true
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crumble_delay: 0.3
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respawn: 0.8
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""")
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cb = g.level.traps[0]
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states, killed, d0 = set(), False, g.deaths
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for _ in range(300):
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step(g)
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states.add(cb.cstate)
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if g.deaths > d0:
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killed = True
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break
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assert "gone" in states # it crumbled away
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assert killed # re-formed onto the standing player
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def test_moving_block_that_crumbles(make_game):
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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##########
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#........#
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#........#
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#.......G#
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##########
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traps:
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- type: block
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at: [2, 2]
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path: [[2, 2], [7, 2]]
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mode: pingpong
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speed: 90
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crumble: true
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crumble_delay: 0.3
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respawn: 1.0
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""")
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b = g.level.traps[0]
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place(g, 2, 1) # ride the platform
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moved = crumbled = False
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start = b.x
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for _ in range(200):
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step(g)
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moved |= abs(b.x - start) > 20
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crumbled |= b.cstate != "solid"
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if g.state != "playing":
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break
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assert moved and crumbled
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def test_patrol_loop_visits_all_waypoints():
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b = block(at=[0, 0], path=[[0, 0], [4, 0], [4, 3]], mode="loop", speed=400)
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g = FakeGame(pygame.Rect(0, 0, 4, 4))
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seen = set()
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for _ in range(600):
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b.update(1 / 60, g)
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seen.add((round(b.x / 32), round(b.y / 32)))
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assert {(0, 0), (4, 0), (4, 3)} <= seen
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def test_slider_once_no_jitter_and_retracts():
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# sense=home (default): a slider moving away can't toggle its own trigger.
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b = block(at=[16, 6], move=[-3, 0], speed=260, trigger={"within": 3})
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g = FakeGame(pygame.Rect(17 * 32, 6 * 32, 23, 29)) # player parked to the right
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xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
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assert reversals(xs) == 0 and abs(xs[-1] - 13 * 32) < 2 # committed to displaced
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g.player.rect.x = 30 * 32 # leave
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xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
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assert reversals(xs) == 0 and abs(xs[-1] - 16 * 32) < 2 # retracted to base
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def test_sense_current_rides_down():
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# A dropper (sense=current) commits to the bottom and holds while ridden.
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b = block(at=[21, 9], move=[0, 4], speed=220, sense="current",
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trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]})
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# player standing on top of it
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p = pygame.Rect(21 * 32 + 4, 9 * 32 - 29, 23, 29)
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g = FakeGame(p)
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ys = []
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for _ in range(90):
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b.update(1 / 60, g)
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# keep the player riding the block top
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p.bottom = b._rect().top
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ys.append(b.y)
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assert reversals(ys) == 0 and abs(ys[-1] - 13 * 32) < 2 # dropped fully, no bob
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def test_carriers_reports_motion():
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b = block(at=[0, 5], path=[[0, 5], [5, 5]], mode="pingpong", speed=120)
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g = FakeGame(pygame.Rect(0, 0, 4, 4))
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b.update(1 / 60, g)
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(rect, dx, dy), = b.carriers()
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assert dx != 0 and dy == 0 # moving horizontally
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# --- array expansion (count / spacing) --------------------------------------
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def test_expand_no_count_yields_one():
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specs = list(expand_spec({"type": "block", "at": [2, 3]}))
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assert specs == [{"type": "block", "at": [2, 3]}]
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def test_expand_line():
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ats = [s["at"] for s in expand_spec({"type": "spike", "at": [1, 1], "count": 4})]
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assert ats == [[1, 1], [2, 1], [3, 1], [4, 1]]
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def test_expand_grid_with_spacing():
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ats = [s["at"] for s in expand_spec(
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{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]})]
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assert ats == [[0, 0], [2, 0], [4, 0], [0, 3], [2, 3], [4, 3]]
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# count/spacing are stripped from each expanded spec
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for s in expand_spec({"type": "block", "at": [0, 0], "count": [2, 1]}):
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assert "count" not in s and "spacing" not in s
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def test_array_expands_in_level(make_level):
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lvl = make_level("""
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name: t
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tile_size: 32
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map: |
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########
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#......#
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#P....G#
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########
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traps:
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- type: block
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at: [2, 1]
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deadly: true
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count: [4, 1]
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""")
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blocks = [t for t in lvl.traps if isinstance(t, Block)]
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assert len(blocks) == 4
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assert all(b.deadly for b in blocks)
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assert sorted(b.current_rect().x for b in blocks) == [2 * 32, 3 * 32, 4 * 32, 5 * 32]
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176
tests/test_crush.py
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176
tests/test_crush.py
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"""Crush death, shove/carry interactions, and the collision-resolution
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regressions (corner warp, fits-under, cliff-shove)."""
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from conftest import step, run, place, hold
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def until_crushed(g, frames=200):
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for _ in range(frames):
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if g.state != "playing":
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break
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step(g)
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if g.player.crushed:
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return True
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return False
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def test_descend_crush(make_game):
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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#####
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#...#
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#P.G#
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#####
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traps:
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- type: block
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at: [1, 1]
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move: [0, 2]
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speed: 200
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trigger: { within: 20 }
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""")
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# player stands on the floor under the descending block
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assert until_crushed(g, 120)
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def test_fits_under_no_false_crush(make_game):
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# A block that stops with clearance must NOT crush a grounded player.
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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#####
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#...#
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#...#
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#P.G#
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#####
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traps:
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- type: block
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at: [1, 1]
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move: [0, 1]
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speed: 160
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trigger: { within: 20 }
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""")
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place(g, 1, 2)
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for _ in range(120):
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step(g)
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assert not g.player.crushed
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def test_shove_into_wall_crushes(make_game):
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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#######
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#....G#
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#.....#
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#######
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traps:
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- type: block
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at: [2, 2]
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path: [[2, 2], [6, 2]]
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mode: pingpong
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speed: 200
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""")
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# player pinned against the right wall
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place(g, 5, 2)
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g.player.fx = float(6 * 32 - g.player.w)
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g.player._sync_rect()
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assert until_crushed(g)
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def test_shove_along_not_into_floor(make_game):
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# A block moving horizontally into a grounded player shoves them sideways,
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# never buries them in the floor.
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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############
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#..........#
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#..........#
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#.........G#
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############
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traps:
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- type: block
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at: [8, 3]
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path: [[8, 3], [2, 3]]
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mode: pingpong
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speed: 160
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""")
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place(g, 4, 3) # on the floor, at the block's body level
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floor_top = 4 * 32
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start_x = g.player.rect.x
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max_bottom = g.player.rect.bottom
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for _ in range(120):
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step(g)
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max_bottom = max(max_bottom, g.player.rect.bottom)
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if g.state != "playing":
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break
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assert max_bottom <= floor_top + 1 # never pushed into the floor
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assert g.player.rect.x < start_x # got shoved along
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def test_corner_clip_does_not_warp(make_game):
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# Walking into a moving block near its corner must not fling the player
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# across it (the old velocity-sign resolver bug).
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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#########
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#.......#
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#.......#
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#.......#
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#P.....G#
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#########
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traps:
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- type: block
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at: [5, 2]
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path: [[5, 2], [2, 2]]
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mode: pingpong
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speed: 150
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""")
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place(g, 4, 3)
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prev = g.player.rect.x
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for _ in range(120):
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step(g, hold(left=True))
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assert g.player.rect.x - prev <= 28 # no sudden rightward warp
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prev = g.player.rect.x
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def test_cliff_shove_falls_on_first_pass(make_game):
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# A block sweeping the player toward a ledge should push them off on the
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# first pass (before it turns around).
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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###########
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#.........#
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#.........#
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######....#
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traps:
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- type: block
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at: [1, 2]
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path: [[1, 2], [8, 2]]
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mode: pingpong
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speed: 150
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""")
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b = g.level.traps[0]
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place(g, 4, 2)
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reversalsN, pd, left_at = 0, 1, None
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for i in range(240):
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step(g)
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if g.state != "playing":
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break
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d = 1 if b.x > b.prev[0] else (-1 if b.x < b.prev[0] else pd)
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if d != pd:
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reversalsN += 1
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pd = d
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if not g.player.on_ground and g.player.rect.bottom > 3 * 32:
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left_at = reversalsN
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break
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assert left_at == 0 # fell before any block reversal
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190
tests/test_flow.py
Normal file
190
tests/test_flow.py
Normal file
@@ -0,0 +1,190 @@
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"""Level loading, death/respawn, counters, level-clear flow, window sizing."""
|
||||
|
||||
import pygame
|
||||
from conftest import step, run, place, hold, DT
|
||||
from game import settings as S
|
||||
from game.player import InputState
|
||||
|
||||
|
||||
SIMPLE = """
|
||||
name: My Level
|
||||
tile_size: 32
|
||||
battery_seconds: 30
|
||||
map: |
|
||||
#####
|
||||
#P.G#
|
||||
#####
|
||||
"""
|
||||
|
||||
|
||||
def test_level_parse(make_level):
|
||||
lvl = make_level(SIMPLE)
|
||||
assert lvl.name == "My Level"
|
||||
assert lvl.width == 5 * 32 and lvl.height == 3 * 32
|
||||
assert lvl.spawn == (1 * 32, 1 * 32)
|
||||
assert lvl.goal_rect.topleft == (3 * 32, 1 * 32)
|
||||
assert len(lvl.solids) == 5 + 5 + 2 # top row + bottom row + side walls
|
||||
|
||||
|
||||
def test_unknown_trap_type_is_skipped(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
###
|
||||
#P#
|
||||
###
|
||||
traps:
|
||||
- type: not_a_real_trap
|
||||
at: [1, 1]
|
||||
""")
|
||||
assert lvl.traps == [] # skipped, no crash
|
||||
|
||||
|
||||
def test_death_pause_then_respawn(make_game):
|
||||
g = make_game(SIMPLE)
|
||||
run(g, 5)
|
||||
d0 = g.deaths
|
||||
g._start_death()
|
||||
assert g.state == "dying" and g.deaths == d0 + 1
|
||||
frames = 0
|
||||
while g.state == "dying" and frames < 100:
|
||||
step(g)
|
||||
frames += 1
|
||||
assert g.state == "playing"
|
||||
assert abs(frames * DT - S.DEATH_PAUSE) < DT * 2
|
||||
|
||||
|
||||
def test_death_counters_per_level_and_total(make_game, tmp_path):
|
||||
# two-level game to test per-level reset vs session total
|
||||
a = tmp_path / "a.yaml"
|
||||
b = tmp_path / "b.yaml"
|
||||
a.write_text(SIMPLE)
|
||||
b.write_text(SIMPLE.replace("My Level", "Two"))
|
||||
from game.game import Game
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
|
||||
def die():
|
||||
g._start_death()
|
||||
while g.state == "dying":
|
||||
step(g)
|
||||
|
||||
die(); die(); die()
|
||||
assert g.level_deaths == 3 and g.deaths == 3
|
||||
g._advance()
|
||||
assert g.level_deaths == 0 and g.deaths == 3 # per-level resets, total persists
|
||||
die()
|
||||
assert g.level_deaths == 1 and g.deaths == 4
|
||||
g._replay()
|
||||
assert g.index == 0 and g.deaths == 0 # replay resets the total
|
||||
|
||||
|
||||
def test_reach_goal_charges_then_wins(make_game):
|
||||
g = make_game(SIMPLE)
|
||||
g._reach_goal()
|
||||
assert g.state == "charging"
|
||||
assert 0 <= g.charge_from < 0.2 # near-empty start
|
||||
for _ in range(70):
|
||||
step(g)
|
||||
assert g.state == "won_all" # single level -> won_all
|
||||
|
||||
|
||||
def test_fade_swaps_level_at_black(make_game, tmp_path):
|
||||
a = tmp_path / "a.yaml"
|
||||
b = tmp_path / "b.yaml"
|
||||
a.write_text(SIMPLE)
|
||||
b.write_text(SIMPLE.replace("My Level", "Two"))
|
||||
from game.game import Game
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
g.state = "won_level"
|
||||
g._start_fade(g._advance)
|
||||
out = swapped = done = 0
|
||||
for i in range(80):
|
||||
prev = g.index
|
||||
step(g)
|
||||
if g.fade_phase == "out" and g.state == "fading":
|
||||
out += 1
|
||||
if g.index != prev:
|
||||
swapped = i
|
||||
if g.state == "playing":
|
||||
done = i
|
||||
break
|
||||
assert swapped and done and g.index == 1
|
||||
assert done - swapped >= 15 # fade-in ~0.3s not skipped
|
||||
|
||||
|
||||
def test_window_sized_once_for_tallest_level(make_game, tmp_path, monkeypatch):
|
||||
a = tmp_path / "a.yaml"
|
||||
b = tmp_path / "b.yaml"
|
||||
a.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n") # 3 rows
|
||||
b.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #...#\n #P.G#\n #####\n") # 4 rows
|
||||
from game.game import Game
|
||||
calls = []
|
||||
orig = pygame.display.set_mode
|
||||
monkeypatch.setattr(pygame.display, "set_mode",
|
||||
lambda size, *a, **k: calls.append(size) or orig(size, *a, **k))
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
g._advance(); g._replay()
|
||||
assert len(calls) == 1 # never recreated the window
|
||||
# sized to the tallest level (4 rows + HUD)
|
||||
from game.game import HUD_H
|
||||
assert g.win_h == 4 * 32 + HUD_H
|
||||
|
||||
|
||||
def test_battery_visual_scales_by_pct(make_level):
|
||||
lvl = make_level(SIMPLE + "battery_pct: 4\n")
|
||||
assert lvl.battery_pct == 4
|
||||
|
||||
|
||||
def test_cli_debug_forces_all_levels(make_game):
|
||||
g = make_game(SIMPLE, debug=True)
|
||||
assert g.level.debug is True
|
||||
g2 = make_game(SIMPLE)
|
||||
assert g2.level.debug is False
|
||||
|
||||
|
||||
def test_f5_hot_reload_picks_up_edits_and_counts_death(tmp_path):
|
||||
from game.game import Game
|
||||
p = tmp_path / "hot.yaml"
|
||||
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
assert g.level.name == "A" and len(g.level.traps) == 0
|
||||
d0 = g.deaths
|
||||
# edit the file on disk, then F5
|
||||
p.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n"
|
||||
"traps:\n - type: block\n at: [2, 1]\n deadly: true\n")
|
||||
g._reload_level()
|
||||
assert g.state == "dying" and g.deaths == d0 + 1 # death beat + counter
|
||||
while g.state == "dying":
|
||||
step(g)
|
||||
assert g.level.name == "B" and len(g.level.traps) == 1 # picked up the edit
|
||||
assert g.level_deaths == 1 # counted, not reset to 0
|
||||
|
||||
|
||||
def test_f5_bad_yaml_does_not_crash(tmp_path, capsys):
|
||||
from game.game import Game
|
||||
p = tmp_path / "bad.yaml"
|
||||
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
p.write_text("name: A\n bad: [unclosed\n") # invalid YAML
|
||||
g._reload_level()
|
||||
while g.state == "dying":
|
||||
step(g)
|
||||
assert g.state == "playing" # fell back, no crash
|
||||
assert g.level.name == "A" # kept the old level
|
||||
|
||||
|
||||
def test_debug_grid_adds_pixels(make_level):
|
||||
import pygame
|
||||
from game.assets import AssetStore
|
||||
lvl = make_level("name: t\ntile_size: 32\nmap: |\n #####\n #...#\n #...#\n #####\n")
|
||||
a = AssetStore("noassets")
|
||||
|
||||
def painted(dbg):
|
||||
lvl.debug = dbg
|
||||
w = pygame.Surface((lvl.width, lvl.height))
|
||||
w.fill((0, 0, 0))
|
||||
lvl.draw(w, a)
|
||||
return sum(1 for y in range(lvl.height) for x in range(lvl.width)
|
||||
if w.get_at((x, y))[:3] != (0, 0, 0))
|
||||
assert painted(True) > painted(False) # grid + labels add ink
|
||||
153
tests/test_mounting.py
Normal file
153
tests/test_mounting.py
Normal file
@@ -0,0 +1,153 @@
|
||||
"""Mounting traps on other traps."""
|
||||
|
||||
from conftest import step, DT
|
||||
from game.traps import Block, Spike
|
||||
|
||||
|
||||
PLATFORM_WITH_SPIKE = """
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
############
|
||||
#..........#
|
||||
#..........#
|
||||
#.........G#
|
||||
#P.........#
|
||||
############
|
||||
traps:
|
||||
- type: block
|
||||
at: [3, 2]
|
||||
path: [[3, 2], [8, 2]]
|
||||
mode: pingpong
|
||||
speed: 120
|
||||
sprite: patrol_block
|
||||
mounts:
|
||||
- type: spike
|
||||
at: [0, -1]
|
||||
trigger: always
|
||||
direction: up
|
||||
"""
|
||||
|
||||
|
||||
def test_spike_mount_follows_platform(make_game):
|
||||
g = make_game(PLATFORM_WITH_SPIKE)
|
||||
plat = g.level.traps[0]
|
||||
sp = plat.mounts[0]
|
||||
assert isinstance(sp, Spike)
|
||||
for _ in range(30):
|
||||
g.level.update(DT, g)
|
||||
p = plat.current_rect()
|
||||
hz = sp.hazard_rects()[0]
|
||||
# spike sits one tile above the platform and moves with it
|
||||
assert hz.centerx == p.centerx
|
||||
assert hz.bottom <= p.top + 1
|
||||
|
||||
|
||||
def test_block_mounted_on_block(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
############
|
||||
#..........#
|
||||
#..........#
|
||||
#.........G#
|
||||
#P.........#
|
||||
############
|
||||
traps:
|
||||
- type: block
|
||||
at: [3, 2]
|
||||
path: [[3, 2], [8, 2]]
|
||||
mode: pingpong
|
||||
speed: 120
|
||||
sprite: patrol_block
|
||||
mounts:
|
||||
- type: block
|
||||
at: [-1, 0]
|
||||
deadly: true
|
||||
- type: block
|
||||
at: [1, 0]
|
||||
deadly: true
|
||||
""")
|
||||
plat = g.level.traps[0]
|
||||
g.level.update(DT, g)
|
||||
for m in plat.mounts:
|
||||
assert m._mounted and m.deadly
|
||||
# each deadly mount tracks the platform at its offset and is lethal
|
||||
exp = (plat.current_rect().x + m._mount_off[0],
|
||||
plat.current_rect().y + m._mount_off[1])
|
||||
assert (m.current_rect().x, m.current_rect().y) == exp
|
||||
assert m.hazard_rects()
|
||||
|
||||
|
||||
MOBILE_MOUNT = """
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
################
|
||||
#..............#
|
||||
#..............#
|
||||
#..............#
|
||||
#..............#
|
||||
#P............G#
|
||||
################
|
||||
traps:
|
||||
- type: block
|
||||
at: [3, 4]
|
||||
path: [[3, 4], [8, 4]]
|
||||
mode: pingpong
|
||||
speed: 120
|
||||
sprite: patrol_block
|
||||
mounts:
|
||||
# Rides the patrol AND runs its own upward stroke when armed.
|
||||
- type: block
|
||||
at: [0, -1]
|
||||
move: [0, -3]
|
||||
speed: 240
|
||||
mode: once
|
||||
trigger: { within: 40 } # player is always in range -> stays extended
|
||||
mounts:
|
||||
- type: spike
|
||||
at: [0, -1]
|
||||
trigger: always
|
||||
direction: up
|
||||
"""
|
||||
|
||||
|
||||
def test_block_mount_runs_own_motion_while_riding(make_game):
|
||||
g = make_game(MOBILE_MOUNT)
|
||||
plat = g.level.traps[0]
|
||||
mnt = plat.mounts[0]
|
||||
assert isinstance(mnt, Block) and mnt._mounted
|
||||
tile = g.level.tile
|
||||
|
||||
# At rest the mount sits one tile above the patrol, tracking its column.
|
||||
assert mnt.current_rect().x == plat.current_rect().x
|
||||
assert mnt.current_rect().top == plat.current_rect().top - tile
|
||||
|
||||
for _ in range(120):
|
||||
g.level.update(DT, g)
|
||||
|
||||
pr, mr = plat.current_rect(), mnt.current_rect()
|
||||
# Still rides along horizontally (same column offset as home)...
|
||||
assert mr.x == pr.x
|
||||
# ...but has run its own three-tile upward stroke above the resting spot
|
||||
# (resting = 1 tile up; extended = 1 + 3 tiles up).
|
||||
assert mr.top == pr.top - 4 * tile
|
||||
# It reports as a solid carrier so a rider would be carried.
|
||||
assert mnt.solid_rects() and mnt.carriers()
|
||||
# The spike rides the lunging block, one tile above it.
|
||||
spike = mnt.mounts[0]
|
||||
hz = spike.hazard_rects()[0]
|
||||
assert hz.centerx == mr.centerx and hz.bottom <= mr.top + 1
|
||||
|
||||
|
||||
def test_reset_repositions_mounts(make_game):
|
||||
g = make_game(PLATFORM_WITH_SPIKE)
|
||||
plat = g.level.traps[0]
|
||||
sp = plat.mounts[0]
|
||||
for _ in range(40):
|
||||
g.level.update(DT, g)
|
||||
g.level.reset()
|
||||
# after reset the platform is home and the mount snapped back onto it
|
||||
assert sp.base_rect.centerx == plat.current_rect().centerx
|
||||
151
tests/test_physics.py
Normal file
151
tests/test_physics.py
Normal file
@@ -0,0 +1,151 @@
|
||||
"""Player movement & collision."""
|
||||
|
||||
from conftest import step, run, place, hold
|
||||
from game import settings as S
|
||||
|
||||
FLAT = """
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
##########
|
||||
#........#
|
||||
#........#
|
||||
#........#
|
||||
#P......G#
|
||||
##########
|
||||
"""
|
||||
|
||||
|
||||
def test_falls_and_lands_on_floor(make_game):
|
||||
g = make_game(FLAT)
|
||||
place(g, 4, 1) # up in the air
|
||||
run(g, 60)
|
||||
assert g.player.on_ground
|
||||
assert g.player.rect.bottom == 5 * 32 # floor is row 5's top (y=160)
|
||||
|
||||
|
||||
def test_terminal_velocity(make_game):
|
||||
g = make_game(FLAT)
|
||||
place(g, 4, 1)
|
||||
for _ in range(200):
|
||||
step(g)
|
||||
assert g.player.vy <= S.MAX_FALL + 1
|
||||
|
||||
|
||||
def test_jump_gains_height_then_returns(make_game):
|
||||
g = make_game(FLAT)
|
||||
run(g, 30) # settle on floor
|
||||
ground = g.player.rect.bottom
|
||||
peak = ground
|
||||
for i in range(60):
|
||||
step(g, hold(jump_pressed=(i == 0), jump_held=True))
|
||||
peak = min(peak, g.player.rect.bottom)
|
||||
assert peak < ground - 32 # rose at least a tile
|
||||
|
||||
|
||||
def test_variable_jump_height(make_game):
|
||||
# Full-hold jump should out-climb a 1-frame tap.
|
||||
def peak(hold_frames):
|
||||
g = make_game(FLAT)
|
||||
run(g, 30)
|
||||
ground = g.player.rect.bottom
|
||||
hi = ground
|
||||
for i in range(60):
|
||||
held = i < hold_frames
|
||||
step(g, hold(jump_pressed=(i == 0), jump_held=held))
|
||||
hi = min(hi, g.player.rect.bottom)
|
||||
return ground - hi
|
||||
assert peak(60) > peak(1) + 8
|
||||
|
||||
|
||||
def test_coyote_time_allows_jump_after_leaving_ledge(make_game):
|
||||
# Walk off a ledge, then jump within the coyote window -> should rise.
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#######
|
||||
#.....#
|
||||
#.....#
|
||||
##....#
|
||||
#P#...#
|
||||
#######
|
||||
""")
|
||||
place(g, 1, 3) # standing on the little step at [1,3] top
|
||||
# walk right off the step for a couple frames, then jump
|
||||
run(g, 4, lambda i: hold(right=True))
|
||||
y_before = g.player.rect.bottom
|
||||
step(g, hold(right=True, jump_pressed=True, jump_held=True))
|
||||
step(g, hold(right=True, jump_held=True))
|
||||
assert g.player.vy < 0 # a jump actually started
|
||||
|
||||
|
||||
def test_walls_stop_horizontal_movement(make_game):
|
||||
g = make_game(FLAT)
|
||||
place(g, 1, 4)
|
||||
run(g, 120, lambda i: hold(right=True))
|
||||
assert g.player.rect.right <= 9 * 32 # right wall inner edge (x=288)
|
||||
run(g, 120, lambda i: hold(left=True))
|
||||
assert g.player.rect.left >= 1 * 32 # left wall inner edge (x=32)
|
||||
|
||||
|
||||
def test_oneway_platform_land_from_above_pass_from_below(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#######
|
||||
#.....#
|
||||
#.....#
|
||||
#--...#
|
||||
#.....#
|
||||
#P...G#
|
||||
#######
|
||||
""")
|
||||
# Fall onto the one-way from above -> lands on it.
|
||||
place(g, 1, 1) # open air above the one-way (row 3)
|
||||
run(g, 60)
|
||||
assert g.player.on_ground and g.player.rect.bottom == 3 * 32
|
||||
|
||||
# From below, jumping up passes through it (doesn't block the head).
|
||||
g2 = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#######
|
||||
#.....#
|
||||
#--...#
|
||||
#.....#
|
||||
#P...G#
|
||||
#######
|
||||
""")
|
||||
place(g2, 1, 4) # on the floor, below the one-way (row 2)
|
||||
run(g2, 5) # settle so on_ground is set before jumping
|
||||
passed = False
|
||||
for i in range(40):
|
||||
step(g2, hold(jump_pressed=(i == 0), jump_held=(i < 12)))
|
||||
if g2.player.rect.top < 2 * 32: # rose above the one-way row
|
||||
passed = True
|
||||
assert passed
|
||||
|
||||
|
||||
def test_drop_through_oneway(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#######
|
||||
#.....#
|
||||
#.....#
|
||||
#--...#
|
||||
#.....#
|
||||
#....G#
|
||||
#######
|
||||
""")
|
||||
place(g, 1, 2) # standing on the one-way at row 3
|
||||
run(g, 20)
|
||||
assert g.player.on_ground
|
||||
# press down + jump to drop through
|
||||
for i in range(30):
|
||||
step(g, hold(down=True, jump_pressed=(i == 0)))
|
||||
assert g.player.rect.top > 3 * 32 # fell below the one-way
|
||||
339
tests/test_traps.py
Normal file
339
tests/test_traps.py
Normal file
@@ -0,0 +1,339 @@
|
||||
"""Spike, arrow_shooter, warp, phase_block + the invisible flag & block arrays."""
|
||||
|
||||
import hashlib
|
||||
import pygame
|
||||
from conftest import (FakeGame, step, run, place, hold, DT)
|
||||
from game.assets import AssetStore
|
||||
from game.traps import Spike, ArrowShooter, Warp, PhaseBlock, Block
|
||||
|
||||
|
||||
# --- spike -------------------------------------------------------------------
|
||||
def test_spike_active_by_trigger(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#####
|
||||
#P.G#
|
||||
#####
|
||||
traps:
|
||||
- type: spike
|
||||
at: [1, 1]
|
||||
trigger: always
|
||||
direction: up
|
||||
""")
|
||||
sp = lvl.traps[0]
|
||||
sp.update(DT, FakeGame(pygame.Rect(0, 0, 4, 4)))
|
||||
assert sp.active and sp.hazard_rects()
|
||||
|
||||
|
||||
def test_spike_hazard_is_half_tile_on_the_direction_edge(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#####
|
||||
#P.G#
|
||||
#####
|
||||
traps:
|
||||
- type: spike
|
||||
at: [1, 1]
|
||||
trigger: always
|
||||
direction: down
|
||||
""")
|
||||
sp = lvl.traps[0]
|
||||
sp.update(DT, FakeGame(pygame.Rect(0, 0, 4, 4)))
|
||||
hz = sp.hazard_rects()[0]
|
||||
# down spike occupies the TOP half of its cell
|
||||
assert hz.height == 16 and hz.top == sp.base_rect.top
|
||||
|
||||
|
||||
def test_spike_sprite_rotates_per_direction(tmp_path):
|
||||
# A deliberately asymmetric sprite so each rotation is distinct.
|
||||
surf = pygame.Surface((8, 8), pygame.SRCALPHA)
|
||||
surf.fill((255, 0, 0, 255), (0, 0, 8, 2)) # red bar along the top only
|
||||
adir = tmp_path / "assets"
|
||||
adir.mkdir()
|
||||
pygame.image.save(surf, str(adir / "spike.png"))
|
||||
a = AssetStore(str(adir))
|
||||
up = a.get("spike", 32, 16, 0)
|
||||
down = a.get("spike", 32, 16, 180)
|
||||
left = a.get("spike", 16, 32, 90)
|
||||
|
||||
def h(s):
|
||||
return hashlib.md5(pygame.image.tostring(s, "RGBA")).hexdigest()
|
||||
assert h(up) != h(down) # rotation actually happened
|
||||
assert left.get_size() == (16, 32) and up.get_size() == (32, 16)
|
||||
|
||||
|
||||
# --- arrow shooter -----------------------------------------------------------
|
||||
def test_arrow_shooter_fires_on_interval(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
##########
|
||||
#.......G#
|
||||
#P.......#
|
||||
##########
|
||||
traps:
|
||||
- type: arrow_shooter
|
||||
at: [7, 1]
|
||||
direction: left
|
||||
speed: 200
|
||||
interval: 0.5
|
||||
""")
|
||||
sh = lvl.traps[0]
|
||||
g = FakeGame(pygame.Rect(0, 0, 4, 4))
|
||||
for _ in range(40): # ~0.66s -> at least one shot
|
||||
sh.update(DT, g)
|
||||
assert sh.arrows # spawned arrows
|
||||
assert sh.hazard_rects() # arrows are hazards
|
||||
|
||||
|
||||
def test_arrow_shooter_trigger_gates_firing(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
##########
|
||||
#.......G#
|
||||
#P.......#
|
||||
##########
|
||||
traps:
|
||||
- type: arrow_shooter
|
||||
at: [7, 1]
|
||||
direction: left
|
||||
interval: 0.2
|
||||
trigger: { within: 1 }
|
||||
""")
|
||||
sh = lvl.traps[0]
|
||||
far = FakeGame(pygame.Rect(0, 0, 4, 4)) # nowhere near
|
||||
for _ in range(60):
|
||||
sh.update(DT, far)
|
||||
assert not sh.arrows # never fired while player out of range
|
||||
|
||||
|
||||
# --- invisible wall, now an array of invisible blocks ------------------------
|
||||
def test_invisible_block_array_is_solid_and_invisible(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
######
|
||||
#....#
|
||||
#....#
|
||||
#P..G#
|
||||
######
|
||||
traps:
|
||||
- type: block
|
||||
at: [3, 1]
|
||||
invisible: true
|
||||
count: [1, 2]
|
||||
""")
|
||||
blocks = [t for t in lvl.traps if isinstance(t, Block)]
|
||||
assert len(blocks) == 2 # one per cell
|
||||
assert all(b.invisible and b.solid_rects() for b in blocks)
|
||||
ys = sorted(b.current_rect().top for b in blocks)
|
||||
assert ys == [1 * 32, 2 * 32] # stacked vertically
|
||||
|
||||
|
||||
# --- warp --------------------------------------------------------------------
|
||||
def test_warp_teleports_and_rearms(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
##########
|
||||
#.......G#
|
||||
#P.......#
|
||||
##########
|
||||
traps:
|
||||
- type: warp
|
||||
at: [4, 2]
|
||||
to: [7, 1]
|
||||
""")
|
||||
place(g, 2, 2)
|
||||
warped = False
|
||||
for _ in range(120):
|
||||
step(g, hold(right=True))
|
||||
if g.player.rect.x >= 7 * 32 - 4:
|
||||
warped = True
|
||||
break
|
||||
assert warped
|
||||
|
||||
|
||||
# --- phase block -------------------------------------------------------------
|
||||
def test_phase_block_intangible_until_triggered(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
##########
|
||||
#........#
|
||||
#........#
|
||||
#P......G#
|
||||
##########
|
||||
traps:
|
||||
- type: phase_block
|
||||
at: [4, 3]
|
||||
fade: 0.2
|
||||
trigger: { within: 2 }
|
||||
""")
|
||||
pb = g.level.traps[0]
|
||||
place(g, 1, 3)
|
||||
step(g)
|
||||
assert not pb.solid and pb.alpha == 0 # dormant far away
|
||||
run(g, 40, lambda i: hold(right=True))
|
||||
assert pb.solid and pb.alpha > 0 # phased in solid on approach
|
||||
|
||||
|
||||
def test_phase_block_kills_if_inside_when_it_forms(make_game):
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
########
|
||||
#......#
|
||||
#.....G#
|
||||
########
|
||||
traps:
|
||||
- type: phase_block
|
||||
at: [3, 2]
|
||||
fade: 0.2
|
||||
trigger: { within: 3 }
|
||||
""")
|
||||
pb = g.level.traps[0]
|
||||
place(g, 3, 2) # standing right where it will form
|
||||
killed, d0 = False, g.deaths
|
||||
for _ in range(10):
|
||||
step(g)
|
||||
if g.deaths > d0:
|
||||
killed = True
|
||||
break
|
||||
assert killed
|
||||
|
||||
|
||||
def test_phase_block_nudges_player_clipping_edge(make_game):
|
||||
# Only clipping the edge of a forming phase block -> shoved clear, not killed.
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#########
|
||||
#.......#
|
||||
#......G#
|
||||
#########
|
||||
traps:
|
||||
- type: phase_block
|
||||
at: [4, 1]
|
||||
fade: 0.2
|
||||
trigger: { within: 5 }
|
||||
""")
|
||||
pb = g.level.traps[0]
|
||||
b = pb.base_rect
|
||||
# Straddle the block's left edge: mostly outside, just clipping into it.
|
||||
g.player.fx = float(b.left - g.player.w + 5) # 5px of overlap
|
||||
g.player.fy = float(b.top + 2)
|
||||
g.player.vx = g.player.vy = 0.0
|
||||
g.player._sync_rect()
|
||||
d0 = g.deaths
|
||||
step(g)
|
||||
# survived, and pushed out to the left so it no longer overlaps the cell
|
||||
assert g.deaths == d0
|
||||
assert g.player.rect.right <= b.left
|
||||
assert pb.solid and not pb.emerge_kill
|
||||
|
||||
|
||||
def test_phase_block_kills_when_shove_would_squish(make_game):
|
||||
# Clipping the edge but backed by a wall on the escape side -> lethal.
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
########
|
||||
#......#
|
||||
#.....G#
|
||||
########
|
||||
traps:
|
||||
- type: phase_block
|
||||
at: [1, 1]
|
||||
fade: 0.2
|
||||
trigger: { within: 5 }
|
||||
""")
|
||||
pb = g.level.traps[0]
|
||||
b = pb.base_rect
|
||||
# Clip the block's left edge, but the level wall (col 0) is right there, so
|
||||
# the leftward shove has nowhere to go — squished.
|
||||
g.player.fx = float(b.left - g.player.w + 5)
|
||||
g.player.fy = float(b.top + 2)
|
||||
g.player.vx = g.player.vy = 0.0
|
||||
g.player._sync_rect()
|
||||
killed, d0 = False, g.deaths
|
||||
for _ in range(6):
|
||||
step(g)
|
||||
if g.deaths > d0:
|
||||
killed = True
|
||||
break
|
||||
assert killed
|
||||
|
||||
|
||||
def test_phase_block_snaps_visible_on_death(make_game):
|
||||
# Dying while a phase block is forming should snap it fully visible for the
|
||||
# frozen death tableau.
|
||||
g = make_game("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
########
|
||||
#......#
|
||||
#.....G#
|
||||
########
|
||||
traps:
|
||||
- type: phase_block
|
||||
at: [3, 2]
|
||||
fade: 0.5
|
||||
trigger: { within: 3 }
|
||||
""")
|
||||
pb = g.level.traps[0]
|
||||
place(g, 5, 2) # near enough to trigger, not on the cell
|
||||
for _ in range(6): # let it partially fade in
|
||||
step(g)
|
||||
assert 0 < pb.alpha < 1
|
||||
g._start_death() # die from something
|
||||
assert pb.alpha == 1.0 and pb.solid # snapped fully visible for the freeze
|
||||
|
||||
|
||||
# --- generic invisible flag --------------------------------------------------
|
||||
def test_invisible_flag_on_any_trap(make_level):
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#####
|
||||
#...#
|
||||
#P.G#
|
||||
#####
|
||||
traps:
|
||||
- type: spike
|
||||
at: [2, 1]
|
||||
trigger: always
|
||||
direction: up
|
||||
invisible: true
|
||||
""")
|
||||
a = AssetStore("no_assets_dir")
|
||||
sp = lvl.traps[0]
|
||||
g = FakeGame(pygame.Rect(999, 999, 4, 4))
|
||||
|
||||
def painted(debug):
|
||||
lvl.debug = debug
|
||||
sp.tick(DT, g)
|
||||
w = pygame.Surface((lvl.width, lvl.height))
|
||||
w.fill((0, 0, 0))
|
||||
sp.render(w, a)
|
||||
return any(w.get_at((x, y))[:3] != (0, 0, 0)
|
||||
for y in range(32, 96) for x in range(32, 96))
|
||||
|
||||
assert painted(False) is False # invisible in play
|
||||
assert painted(True) is True # revealed in debug
|
||||
assert sp.hazard_rects() # still deadly either way
|
||||
91
tests/test_triggers.py
Normal file
91
tests/test_triggers.py
Normal file
@@ -0,0 +1,91 @@
|
||||
"""Trigger conditions and the arm-delay hysteresis."""
|
||||
|
||||
import pygame
|
||||
from conftest import FakeGame, FakeLevel
|
||||
from game.traps import make_condition
|
||||
|
||||
|
||||
def ev(spec, px, py, w=20, h=28, dt=0.0):
|
||||
trap = type("T", (), {"tile": 32,
|
||||
"sensor_rect": lambda self: pygame.Rect(100, 100, 32, 32)})()
|
||||
return make_condition(spec).evaluate(trap, FakeGame(pygame.Rect(px, py, w, h)), dt)
|
||||
# trap centre = (116, 116); left100 right132 top100 bottom132
|
||||
|
||||
|
||||
def test_always():
|
||||
assert ev("always", 999, 999) is True
|
||||
|
||||
|
||||
def test_within_radius():
|
||||
assert ev({"within": 2}, 106, 104) is True # ~10px away
|
||||
assert ev({"within": 2}, 400, 116) is False # far
|
||||
|
||||
|
||||
def test_dir_left_right():
|
||||
assert ev({"dir": "left"}, 40, 105) is True # to the left
|
||||
assert ev({"dir": "left"}, 200, 105) is False # to the right
|
||||
assert ev({"dir": "right"}, 200, 105) is True
|
||||
|
||||
|
||||
def test_dir_range():
|
||||
assert ev({"dir": "left", "range": 2}, 60, 105) is True # within 2 tiles left
|
||||
assert ev({"dir": "left", "range": 2}, 10, 105) is False # too far left
|
||||
|
||||
|
||||
def test_dir_aligned():
|
||||
# above + aligned requires horizontal overlap with the trap column
|
||||
assert ev({"dir": "above", "aligned": True}, 108, 60) is True
|
||||
assert ev({"dir": "above", "aligned": True}, 108, 110) is False # not above
|
||||
assert ev({"dir": "above", "aligned": True}, 400, 60) is False # not aligned
|
||||
# without aligned, any column counts
|
||||
assert ev({"dir": "above"}, 400, 60) is True
|
||||
|
||||
|
||||
def test_all_and_any():
|
||||
c = {"all": [{"within": 3}, {"dir": "above", "aligned": True}]}
|
||||
assert ev(c, 108, 80) is True
|
||||
assert ev(c, 108, 110) is False # close but not above
|
||||
c2 = {"any": [{"dir": "left"}, {"dir": "right"}]}
|
||||
assert ev(c2, 40, 105) is True
|
||||
assert ev(c2, 110, 40) is False # above-only satisfies neither
|
||||
|
||||
|
||||
def test_timer_cycles():
|
||||
c = make_condition({"timer": {"interval": 0.3, "up_time": 0.2}})
|
||||
trap = type("T", (), {"tile": 32,
|
||||
"sensor_rect": lambda self: pygame.Rect(0, 0, 32, 32)})()
|
||||
g = FakeGame(pygame.Rect(0, 0, 4, 4))
|
||||
states = [c.evaluate(trap, g, 1 / 60) for _ in range(30)]
|
||||
assert states[0] is False # starts in the "off" interval
|
||||
assert any(states) and not all(states) # cycles on and off
|
||||
|
||||
|
||||
def test_bad_condition_raises():
|
||||
import pytest
|
||||
with pytest.raises(ValueError):
|
||||
make_condition({"nope": 1})
|
||||
|
||||
|
||||
def test_delay_hysteresis(make_level):
|
||||
# A spike within-1.6 with delay 0.25 arms only after staying in range.
|
||||
lvl = make_level("""
|
||||
name: t
|
||||
tile_size: 32
|
||||
map: |
|
||||
#####
|
||||
#P.G#
|
||||
#####
|
||||
traps:
|
||||
- type: spike
|
||||
at: [1, 1]
|
||||
trigger: { within: 5 }
|
||||
delay: 0.25
|
||||
""")
|
||||
sp = lvl.traps[0]
|
||||
g = FakeGame(sp.base_rect.copy()) # player right on it -> in range
|
||||
armed = None
|
||||
for i in range(30):
|
||||
if sp.triggered(g, 1 / 60):
|
||||
armed = i
|
||||
break
|
||||
assert armed is not None and 13 <= armed <= 17 # ~0.25s = 15 frames
|
||||
Reference in New Issue
Block a user