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

@@ -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