Format code with black

This commit is contained in:
James Campbell
2026-08-01 12:19:46 -04:00
parent b0ad9610be
commit f29d8c953c
16 changed files with 459 additions and 311 deletions

View File

@@ -22,7 +22,7 @@ DT = 1 / 60.0
@pytest.fixture(scope="session", autouse=True)
def _pygame():
pygame.init()
pygame.display.set_mode((64, 64)) # a display so convert_alpha() works
pygame.display.set_mode((64, 64)) # a display so convert_alpha() works
yield
pygame.quit()

View File

@@ -20,12 +20,12 @@ def test_stationary_is_solid():
def test_deadly_is_hazard_not_solid():
b = block(at=[3, 3], deadly=True)
assert b.solid_rects() == []
assert b.hazard_rects() # non-empty
assert b.hazard_rects() # non-empty
def test_fake_is_drawn_but_not_solid():
b = block(at=[3, 3], fake=True)
assert b.solid_rects() == [] # you fall through
assert b.solid_rects() == [] # you fall through
assert b.sprite == "fake_block" # looks like a real block
@@ -53,8 +53,8 @@ traps:
if g.deaths > d0:
killed = True
break
assert "gone" in states # it crumbled away
assert killed # re-formed onto the standing player
assert "gone" in states # it crumbled away
assert killed # re-formed onto the standing player
def test_moving_block_that_crumbles(make_game):
@@ -78,7 +78,7 @@ traps:
respawn: 1.0
""")
b = g.level.traps[0]
place(g, 2, 1) # ride the platform
place(g, 2, 1) # ride the platform
moved = crumbled = False
start = b.x
for _ in range(200):
@@ -103,18 +103,23 @@ def test_patrol_loop_visits_all_waypoints():
def test_slider_once_no_jitter_and_retracts():
# sense=home (default): a slider moving away can't toggle its own trigger.
b = block(at=[16, 6], move=[-3, 0], speed=260, trigger={"within": 3})
g = FakeGame(pygame.Rect(17 * 32, 6 * 32, 23, 29)) # player parked to the right
g = FakeGame(pygame.Rect(17 * 32, 6 * 32, 23, 29)) # player parked to the right
xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
assert reversals(xs) == 0 and abs(xs[-1] - 13 * 32) < 2 # committed to displaced
g.player.rect.x = 30 * 32 # leave
assert reversals(xs) == 0 and abs(xs[-1] - 13 * 32) < 2 # committed to displaced
g.player.rect.x = 30 * 32 # leave
xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
assert reversals(xs) == 0 and abs(xs[-1] - 16 * 32) < 2 # retracted to base
assert reversals(xs) == 0 and abs(xs[-1] - 16 * 32) < 2 # retracted to base
def test_sense_current_rides_down():
# A dropper (sense=current) commits to the bottom and holds while ridden.
b = block(at=[21, 9], move=[0, 4], speed=220, sense="current",
trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]})
b = block(
at=[21, 9],
move=[0, 4],
speed=220,
sense="current",
trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]},
)
# player standing on top of it
p = pygame.Rect(21 * 32 + 4, 9 * 32 - 29, 23, 29)
g = FakeGame(p)
@@ -124,15 +129,15 @@ def test_sense_current_rides_down():
# keep the player riding the block top
p.bottom = b._rect().top
ys.append(b.y)
assert reversals(ys) == 0 and abs(ys[-1] - 13 * 32) < 2 # dropped fully, no bob
assert reversals(ys) == 0 and abs(ys[-1] - 13 * 32) < 2 # dropped fully, no bob
def test_carriers_reports_motion():
b = block(at=[0, 5], path=[[0, 5], [5, 5]], mode="pingpong", speed=120)
g = FakeGame(pygame.Rect(0, 0, 4, 4))
b.update(1 / 60, g)
(rect, dx, dy), = b.carriers()
assert dx != 0 and dy == 0 # moving horizontally
((rect, dx, dy),) = b.carriers()
assert dx != 0 and dy == 0 # moving horizontally
# --- array expansion (count / spacing) --------------------------------------
@@ -147,8 +152,12 @@ def test_expand_line():
def test_expand_grid_with_spacing():
ats = [s["at"] for s in expand_spec(
{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]})]
ats = [
s["at"]
for s in expand_spec(
{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]}
)
]
assert ats == [[0, 0], [2, 0], [4, 0], [0, 3], [2, 3], [4, 3]]
# count/spacing are stripped from each expanded spec
for s in expand_spec({"type": "block", "at": [0, 0], "count": [2, 1]}):
@@ -173,4 +182,9 @@ traps:
blocks = [t for t in lvl.traps if isinstance(t, Block)]
assert len(blocks) == 4
assert all(b.deadly for b in blocks)
assert sorted(b.current_rect().x for b in blocks) == [2 * 32, 3 * 32, 4 * 32, 5 * 32]
assert sorted(b.current_rect().x for b in blocks) == [
2 * 32,
3 * 32,
4 * 32,
5 * 32,
]

View File

@@ -100,7 +100,7 @@ traps:
mode: pingpong
speed: 160
""")
place(g, 4, 3) # on the floor, at the block's body level
place(g, 4, 3) # on the floor, at the block's body level
floor_top = 4 * 32
start_x = g.player.rect.x
max_bottom = g.player.rect.bottom
@@ -109,8 +109,8 @@ traps:
max_bottom = max(max_bottom, g.player.rect.bottom)
if g.state != "playing":
break
assert max_bottom <= floor_top + 1 # never pushed into the floor
assert g.player.rect.x < start_x # got shoved along
assert max_bottom <= floor_top + 1 # never pushed into the floor
assert g.player.rect.x < start_x # got shoved along
def test_ride_into_wall_stops_no_crush(make_game):
@@ -137,7 +137,7 @@ traps:
""")
# stand the player on top of the platform at its left end (body in row 2)
place(g, 1, 2)
g.player.fy = float(3 * 32 - g.player.h) # feet on the block's top
g.player.fy = float(3 * 32 - g.player.h) # feet on the block's top
g.player._sync_rect()
wall_left = 8 * 32
hit_wall = False
@@ -145,12 +145,12 @@ traps:
step(g)
if g.state != "playing":
break
assert not g.player.crushed # never crushed
assert g.player.rect.right <= wall_left + 1 # stopped at the wall
assert not g.player.crushed # never crushed
assert g.player.rect.right <= wall_left + 1 # stopped at the wall
if g.player.rect.right >= wall_left - 1:
hit_wall = True
assert g.state == "playing" # survived the whole time
assert hit_wall # actually reached the wall
assert g.state == "playing" # survived the whole time
assert hit_wall # actually reached the wall
def test_corner_clip_does_not_warp(make_game):
@@ -177,7 +177,7 @@ traps:
prev = g.player.rect.x
for _ in range(120):
step(g, hold(left=True))
assert g.player.rect.x - prev <= 28 # no sudden rightward warp
assert g.player.rect.x - prev <= 28 # no sudden rightward warp
prev = g.player.rect.x
@@ -213,4 +213,4 @@ traps:
if not g.player.on_ground and g.player.rect.bottom > 3 * 32:
left_at = reversalsN
break
assert left_at == 0 # fell before any block reversal
assert left_at == 0 # fell before any block reversal

View File

@@ -5,7 +5,6 @@ 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
@@ -23,7 +22,7 @@ def test_level_parse(make_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
assert len(lvl.solids) == 5 + 5 + 2 # top row + bottom row + side walls
def test_unknown_trap_type_is_skipped(make_level):
@@ -38,7 +37,7 @@ traps:
- type: not_a_real_trap
at: [1, 1]
""")
assert lvl.traps == [] # skipped, no crash
assert lvl.traps == [] # skipped, no crash
def test_death_pause_then_respawn(make_game):
@@ -62,6 +61,7 @@ def test_death_counters_per_level_and_total(make_game, tmp_path):
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():
@@ -69,24 +69,26 @@ def test_death_counters_per_level_and_total(make_game, tmp_path):
while g.state == "dying":
step(g)
die(); die(); die()
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
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
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
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
assert g.state == "won_all" # single level -> won_all
def test_fade_swaps_level_at_black(make_game, tmp_path):
@@ -95,6 +97,7 @@ def test_fade_swaps_level_at_black(make_game, tmp_path):
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)
@@ -110,32 +113,45 @@ def test_fade_swaps_level_at_black(make_game, tmp_path):
done = i
break
assert swapped and done and g.index == 1
assert done - swapped >= 15 # fade-in ~0.3s not skipped
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
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))
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
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_debug_view_adds_overscan_margin(tmp_path):
from game.game import Game, HUD_H
from game import settings as S
p = tmp_path / "d.yaml"
p.write_text("name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #P.G#\n #####\n")
p.write_text(
"name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #P.G#\n #####\n"
)
g = Game([str(p)], str(tmp_path / "noassets"))
m = S.DEBUG_VIEW_MARGIN * 32
assert m > 0
@@ -148,6 +164,7 @@ def test_debug_view_adds_overscan_margin(tmp_path):
def test_no_overscan_without_debug(tmp_path):
from game.game import Game
p = tmp_path / "n.yaml"
p.write_text("name: t\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
g = Game([str(p)], str(tmp_path / "noassets"))
@@ -169,39 +186,46 @@ def test_cli_debug_forces_all_levels(make_game):
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")
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
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
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
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
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")
lvl = make_level(
"name: t\ntile_size: 32\nmap: |\n #####\n #...#\n #...#\n #####\n"
)
a = AssetStore("noassets")
def painted(dbg):
@@ -209,6 +233,11 @@ def test_debug_grid_adds_pixels(make_level):
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
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

View File

@@ -3,7 +3,6 @@
from conftest import step, DT
from game.traps import Block, Spike
PLATFORM_WITH_SPIKE = """
name: t
tile_size: 32
@@ -74,8 +73,10 @@ traps:
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])
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()

View File

@@ -18,10 +18,10 @@ map: |
def test_falls_and_lands_on_floor(make_game):
g = make_game(FLAT)
place(g, 4, 1) # up in the air
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)
assert g.player.rect.bottom == 5 * 32 # floor is row 5's top (y=160)
def test_terminal_velocity(make_game):
@@ -34,13 +34,13 @@ def test_terminal_velocity(make_game):
def test_jump_gains_height_then_returns(make_game):
g = make_game(FLAT)
run(g, 30) # settle on floor
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
assert peak < ground - 32 # rose at least a tile
def test_variable_jump_height(make_game):
@@ -55,6 +55,7 @@ def test_variable_jump_height(make_game):
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
@@ -71,22 +72,22 @@ map: |
#P#...#
#######
""")
place(g, 1, 3) # standing on the little step at [1,3] top
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
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)
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)
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):
@@ -103,7 +104,7 @@ map: |
#######
""")
# Fall onto the one-way from above -> lands on it.
place(g, 1, 1) # open air above the one-way (row 3)
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
@@ -119,12 +120,12 @@ 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
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
if g2.player.rect.top < 2 * 32: # rose above the one-way row
passed = True
assert passed
@@ -142,10 +143,10 @@ map: |
#....G#
#######
""")
place(g, 1, 2) # standing on the one-way at row 3
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
assert g.player.rect.top > 3 * 32 # fell below the one-way

View File

@@ -2,7 +2,7 @@
import hashlib
import pygame
from conftest import (FakeGame, step, run, place, hold, DT)
from conftest import FakeGame, step, run, place, hold, DT
from game.assets import AssetStore
from game.traps import Spike, ArrowShooter, Warp, PhaseBlock, Block
@@ -51,7 +51,7 @@ traps:
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
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"))
@@ -62,7 +62,8 @@ def test_spike_sprite_rotates_per_direction(tmp_path):
def h(s):
return hashlib.md5(pygame.image.tostring(s, "RGBA")).hexdigest()
assert h(up) != h(down) # rotation actually happened
assert h(up) != h(down) # rotation actually happened
assert left.get_size() == (16, 32) and up.get_size() == (32, 16)
@@ -85,10 +86,10 @@ traps:
""")
sh = lvl.traps[0]
g = FakeGame(pygame.Rect(0, 0, 4, 4))
for _ in range(40): # ~0.66s -> at least one shot
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
assert sh.arrows # spawned arrows
assert sh.hazard_rects() # arrows are hazards
def test_arrow_shooter_trigger_gates_firing(make_level):
@@ -108,10 +109,10 @@ traps:
trigger: { within: 1 }
""")
sh = lvl.traps[0]
far = FakeGame(pygame.Rect(0, 0, 4, 4)) # nowhere near
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
assert not sh.arrows # never fired while player out of range
# --- invisible wall, now an array of invisible blocks ------------------------
@@ -132,10 +133,10 @@ traps:
count: [1, 2]
""")
blocks = [t for t in lvl.traps if isinstance(t, Block)]
assert len(blocks) == 2 # one per cell
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
assert ys == [1 * 32, 2 * 32] # stacked vertically
# --- warp --------------------------------------------------------------------
@@ -178,9 +179,9 @@ traps:
to: [7, 1]
""")
warp = g.level.traps[0]
assert warp._pulse == 0.0 # dormant: no aura
place(g, 4, 2) # stand on the warp tile
step(g) # -> teleports, aura flashes on
assert warp._pulse == 0.0 # dormant: no aura
place(g, 4, 2) # stand on the warp tile
step(g) # -> teleports, aura flashes on
assert warp._pulse > 0.9
# The aura paints at BOTH the source and the destination — even though the
@@ -218,9 +219,9 @@ traps:
pb = g.level.traps[0]
place(g, 1, 3)
step(g)
assert not pb.solid and pb.alpha == 0 # dormant far away
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
assert pb.solid and pb.alpha > 0 # phased in solid on approach
def test_phase_block_kills_if_inside_when_it_forms(make_game):
@@ -239,7 +240,7 @@ traps:
trigger: { within: 3 }
""")
pb = g.level.traps[0]
place(g, 3, 2) # standing right where it will form
place(g, 3, 2) # standing right where it will form
killed, d0 = False, g.deaths
for _ in range(10):
step(g)
@@ -268,7 +269,7 @@ traps:
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.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()
@@ -331,21 +332,23 @@ traps:
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
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
g._start_death() # die from something
assert pb.alpha == 1.0 and pb.solid # snapped fully visible for the freeze
def test_debug_overscan_reveals_offmap_trap(make_level):
# In debug the play surface is enlarged and shifted (render_offset) so a trap
# placed just off the map is drawn into the overscan instead of being clipped.
from game import settings as S
lvl = make_level(
"name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #...#\n #####\n"
"traps:\n - type: block\n at: [5, 1]\n deadly: true\n") # col 5 = off-map
"traps:\n - type: block\n at: [5, 1]\n deadly: true\n"
) # col 5 = off-map
a = AssetStore("noassets")
m = S.DEBUG_VIEW_MARGIN * lvl.tile
lvl.render_offset = (m, m)
@@ -354,7 +357,7 @@ def test_debug_overscan_reveals_offmap_trap(make_level):
lvl.draw(surf, a)
cx = 5 * lvl.tile + m + lvl.tile // 2
cy = 1 * lvl.tile + m + lvl.tile // 2
assert surf.get_at((cx, cy))[:3] != (0, 0, 0) # off-map block painted in overscan
assert surf.get_at((cx, cy))[:3] != (0, 0, 0) # off-map block painted in overscan
# --- generic invisible flag --------------------------------------------------
@@ -384,9 +387,12 @@ traps:
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))
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
assert painted(False) is False # invisible in play
assert painted(True) is True # revealed in debug
assert sp.hazard_rects() # still deadly either way

View File

@@ -6,9 +6,12 @@ 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)})()
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
@@ -17,26 +20,26 @@ def test_always():
def test_within_radius():
assert ev({"within": 2}, 106, 104) is True # ~10px away
assert ev({"within": 2}, 400, 116) is False # far
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": "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
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
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
@@ -44,8 +47,8 @@ def test_dir_aligned():
def test_dir_inclusive():
# trap column spans x 100..132 (centre 116). A player standing *inside* the
# column (centre 116) is neither strictly left nor strictly right of it.
assert ev({"dir": "left"}, 106, 105) is False # centre 116, inside -> not left
assert ev({"dir": "right"}, 106, 105) is False # inside -> not right
assert ev({"dir": "left"}, 106, 105) is False # centre 116, inside -> not left
assert ev({"dir": "right"}, 106, 105) is False # inside -> not right
# inclusive counts the trap's own tile as being on that side
assert ev({"dir": "left", "inclusive": True}, 106, 105) is True
assert ev({"dir": "right", "inclusive": True}, 106, 105) is True
@@ -59,24 +62,26 @@ def test_dir_inclusive():
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
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
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)})()
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
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})
@@ -97,10 +102,10 @@ traps:
delay: 0.25
""")
sp = lvl.traps[0]
g = FakeGame(sp.base_rect.copy()) # player right on it -> in range
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
assert armed is not None and 13 <= armed <= 17 # ~0.25s = 15 frames