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tests.py
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tests.py
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"""
python3 -m unittest tests.SaveTest
"""
import unittest, pickle, sys, tempfile
import gc, glob
import resource
from pyvida import *
import logging
logger = logging.getLogger()
logger.level = logging.DEBUG
#logger.addHandler(logging.StreamHandler(sys.stdout))
handler = logging.handlers.RotatingFileHandler("pyvida_tests.log", maxBytes=2000000, backupCount=5)
handler.setFormatter(logging.Formatter("%(asctime)s - %(name)s - %(levelname)s - %(message)s"))
logger.addHandler(handler)
RESOLUTION_X = 1000
RESOLUTION_Y = 1000
RESOLUTION = (RESOLUTION_X, RESOLUTION_Y)
class ScaleTest(unittest.TestCase):
def test_scale(self):
resolution = (1600, 900) #sample game resolution
#macbook air, 2013, smaller than game so scale down, same ratio
screen = (1280, 720)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (1280, 720))
self.assertAlmostEqual(s, 0.8)
#macbook air, 2013, smaller than game so scale down, game too landscape
screen = (1440, 900)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (1440, 810))
self.assertAlmostEqual(s, 0.9)
#macbook air, 2013, smaller than game so scale down, game too portrait
screen = (900, 1440)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (900, 506))
self.assertAlmostEqual(s, 0.5625)
#same size, same ratio
screen = resolution
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, resolution)
self.assertAlmostEqual(s, 1.0)
#HD, larger than game, so scale up, same ratio
screen = (1920, 1080)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (1920, 1080))
self.assertAlmostEqual(s, 1.2)
#HD, larger than game, so scale up, game too landscape
screen = (1920, 1200)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (1920, 1080))
self.assertAlmostEqual(s, 1.2)
#HD, larger than game, so scale up, game too portrait
screen = (2160, 3840)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (2160, 1215))
self.assertAlmostEqual(s, 1.35)
#same width, different ratio, squarer screen
screen = (1600, 1080)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, resolution)
self.assertAlmostEqual(s, 1.0)
#same width, different ratio, more landscape screen
resolution = (1024, 768)
screen = (1024, 576)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (768, 576))
self.assertAlmostEqual(s, 0.75)
#game slighty wider, uncomfortable ratio (height difference greater than width difference)
screen = (1500, 550)
r, s = fit_to_screen(screen, resolution)
self.assertEqual(r, (733, 550))
self.assertAlmostEqual(0.7161458, s)
class ActorTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.parent = Actor("_test_actor_parent").smart(self.game, using="data/actors/_test_actor")
self.game.add(self.actor)
def test_initial_xy(self):
self.assertEqual(self.actor.x, 0)
self.assertEqual(self.actor.y, 0)
def test_locations(self):
self.actor.x, self.actor.y = 100,100
self.actor.ax, self.actor.ay = 0, 0
self.assertEqual(self.actor.x, 100)
self.assertEqual(self.actor.y, 100)
self.actor.pyglet_draw()
self.assertEqual(self.actor.resource.x, 100)
self.assertEqual(self.actor.resource.y, RESOLUTION_Y - self.actor.y - self.actor.resource.height)
def test_anchor(self):
self.actor.x, self.actor.y = 100,100
self.actor._ax, self.actor._ay = -25, -100
self.assertEqual(self.actor._ax, -25)
self.assertEqual(self.actor._ay, -100)
self.actor.ax, self.actor.ay = -25, -100
self.assertEqual(self.actor._ax, -25)
self.assertEqual(self.actor._ay, -100)
self.actor.pyglet_draw()
self.assertEqual(self.actor.resource.x, 75)
self.assertEqual(self.actor.resource.y, RESOLUTION_Y - self.actor.y - self.actor.resource.height - self.actor.ay)
def test_clickable_area(self):
self.assertEqual(self.actor.clickable_area.w, 100)
self.assertEqual(self.actor.clickable_area.h, 100)
self.actor.ax, self.actor.ay = 0, 0
self.actor.x, self.actor.y = 100,100
self.assertEqual(self.actor.clickable_area.x, 100)
self.assertEqual(self.actor.clickable_area.y, 100)
def test_clickable_mask(self):
self.actor._clickable_area = Rect(0,0,100,100)
self.actor.ax, self.actor.ay = 0, 0
#autogenerated mask should match clickable area
self.assertEqual(self.actor.clickable_area.w, 100)
self.assertEqual(self.actor.clickable_area.h, 100)
self.assertFalse(self.actor.collide(-200,-200)) #miss
self.assertTrue(self.actor.collide(0,0)) #hit
self.assertTrue(self.actor.collide(50,50)) #hit
self.assertFalse(self.actor.collide(200,200)) #miss
self.assertFalse(self.actor.collide(300,300)) #miss
#using reclickable resets the mask
self.actor.on_reclickable(Rect(50,50,200,200))
self.assertEqual(self.actor.clickable_area.w, 200)
self.assertEqual(self.actor.clickable_area.h, 200)
self.assertFalse(self.actor.collide(0,0)) #miss
self.assertTrue(self.actor.collide(50,50)) #hit
self.assertTrue(self.actor.collide(200,200)) #hit
self.assertFalse(self.actor.collide(300,300)) #miss
def test_debug_draw(self):
self.actor.x, self.actor.y = 100,100
self.actor._ax, self.actor._ay = -25, -100
self.actor.show_debug = True
self.actor.pyglet_draw() #will also draw debugs now
self.assertEqual(len(self.actor._debugs), 7)
position, anchor, stand, name, talk, clickable_area, solid_area = self.actor._debugs
self.assertEqual(position, (100, 100))
self.assertEqual(anchor, (75, 0))
def test_debug_draw_clickable(self):
self.actor.x, self.actor.y = 100,100
self.actor.ax, self.actor.ay = 0, 0
self.actor.show_debug = True
self.actor.pyglet_draw() #will also draw debugs now
position, anchor, stand, name, talk, clickable_area, solid_area = self.actor._debugs
#[(50, 985), (150, 985), (150, 885), (50, 885)]
self.assertEqual(clickable_area, [(100, 900), (200, 900), (200, 800), (100, 800)])
def test_smart_using(self):
msgbox = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.assertEqual(msgbox.name, "msgbox")
self.assertEqual(msgbox.action.name, "idle")
self.assertEqual(msgbox.w, 100)
def test_parent(self):
self.actor._parent = self.parent
self.actor.ax, self.actor.ay = 0, 0
self.actor.x, self.actor.y = 0,0
self.parent.x, self.parent.y = 100,100
position = (self.actor.x, self.actor.y)
self.assertEqual(self.actor.collide(100,100), True)
self.assertEqual(self.actor.collide(150,150), True)
class ActorScaleTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.actor.x, self.actor.y = 500,1000
self.actor.ax, self.actor.ay = 0,0
self.game.add(self.actor)
def test_scale(self):
a = self.actor
self.assertEqual(float(a.scale), 1.0)
self.assertEqual([a._clickable_area.w, a._clickable_area.h], [100, 100])
a.scale = 0.5
self.assertEqual(a.x, 500)
self.assertEqual(a.ax, 0)
self.assertEqual([a._clickable_area.w, a._clickable_area.h], [50,50])
a.scale = 1.0
a.ay = -500
self.assertEqual(a.ay, -500)
self.assertEqual([a._clickable_area.w, a._clickable_area.h], [100,100])
a.scale = 0.5
self.assertEqual(a.ay, -250)
self.assertEqual([a._clickable_area.w, a._clickable_area.h], [50,50])
class ActorSmartTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
def _generic_tests(self, actor):
self.assertIn("idle", actor.actions.keys())
self.assertEqual(actor.action.name, "idle")
self.assertEqual(actor.w, 100)
def test_smart(self):
self.actor = Actor("_test_actor").smart(self.game)
self._generic_tests(self.actor)
def test_smart_using(self):
self.actor = Actor("_test_actor").smart(self.game, using="data/actors/_test_actor")
self._generic_tests(self.actor)
self.actor = Actor("_test_actor").smart(self.game, using="data/items/_test_item")
self._generic_tests(self.actor)
def test_item_smart_using(self):
actor = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.assertEqual(actor.name, "msgbox")
self._generic_tests(actor)
class EventTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.msgbox = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.ok = Item("ok").smart(self.game, using="data/items/_test_item")
self.scene = Scene("_test_scene")
self.item = Item("test_item")
self.game.add([self.scene, self.actor, self.msgbox, self.ok, self.item])
self.scene._add(self.actor)
self.game.scene = self.scene
def test_relocate(self):
self.actor.relocate(self.scene)
event = self.game.events[0]
self.assertEqual(len(self.game.events), 1)
self.assertEqual(event[0], "on_relocate")
self.assertEqual(event[1], self.actor)
self.assertEqual(event[2][0], self.scene)
def test_on_says_using(self):
self.actor.says("Hello World", using="data/items/_test_item", ok=None)
self.assertEqual(len(self.game.events), 1)
event = self.game.events[0]
self.assertEqual(self.game.event, None)
self.assertEqual(event[0], "on_says")
self.assertEqual(event[1][0], self.actor)
self.assertEqual(event[1][1], "Hello World")
self.game.update(0)
event = self.game.events[0]
def test_event_ordering(self):
self.actor.says("Hello World", ok=None)
self.actor.says("Goodbye World", ok=None)
events = self.game.events
self.assertEqual(events[0][1][1], "Hello World")
self.assertEqual(events[1][1][1], "Goodbye World")
def test_on_says_events(self):
self.actor.says("Hello World", using="data/items/_test_item", ok=None)
self.actor.says("Goodbye World", using="data/items/_test_item", ok=None)
self.game.update(0, single_event=True) #start the first on_says
self.assertEqual(self.game.event_index, 1)
self.assertEqual(self.game.waiting, True)
self.assertEqual(self.actor._busy, True)
self.assertEqual(len(self.game.modals), 3) #msgbox, text, portrait, [no OK button]
self.game.update(0, single_event=True) #should still be blocking as user has done nothing
self.assertEqual(self.game.event_index, 1)
self.assertEqual(self.game.waiting, True)
self.assertEqual(self.actor._busy, True)
self.assertEqual(len(self.game.modals), 3) #msgbox, text, portrait, [no OK button]
#finish the on_says event, the next on_says should not have started yet
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact() #finish the on says
self.assertEqual(len(self.game.modals), 0) #should be gone
self.assertEqual(self.actor._busy, False) #actor should be free
self.assertEqual(self.game.event_index, 1) #still on first event
self.assertEqual(self.game.waiting, True) #game still waiting
self.game.update(0, single_event=True) #trigger the next on_says, everything should be waiting again
self.assertEqual(self.game.event_index, 1)
self.assertTrue(self.game.waiting)
self.assertTrue(self.actor._busy)
self.assertEqual(len(self.game.modals), 3)
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact() #finish the on says
self.game.update(0, single_event=True) #trigger the next on_says, everything should be waiting again
self.assertEqual(len(self.game.modals), 0)
self.assertEqual(len(self.game.events), 0)
def test_relocate_says_events(self):
self.actor.relocate(self.scene, (100,100))
self.actor.says("Hello World", ok=None)
self.actor.relocate(self.scene, (200,200))
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_relocate', 'on_says', 'on_relocate'])
self.game.update(0, single_event=True) #do relocate, probably starts on_says
self.game.update(0, single_event=True) #finish the relocate, starts on_says
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_says', 'on_relocate'])
self.assertEqual(self.game.event_index, 1)
self.assertTrue(self.game.waiting) #waiting for modals to clear
self.assertTrue(self.actor._busy) #waiting for modals to clear
self.assertEqual(len(self.game.modals), 3) #no OK button, so msgbox, portrait and text
#need to trip the modals
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact()
self.game.update(0) #finish the on_says and start and fininsh on_relocate
self.assertEqual(len(self.game.modals), 0) #on_says cleared
self.assertEqual([x[0].__name__ for x in self.game.events], [])
def test_on_asks(self):
@answer("Hello World")
def answer0(game, btn, player):
self.actor.says("Hello World", ok=None)
@answer("Goodbye World")
def answer1(game, btn, player):
self.actor.says("Goodbye World", ok=None)
self.actor.asks("What should we do?", answer0, answer1, ok=None)
self.assertEqual(len(self.game.modals), 0)
self.game.update(0, single_event=True) #start on_asks
self.assertEqual(self.actor.busy, 1)
self.assertEqual(len(self.game.modals), 5) #no OK button, so msgbox, statement, two options, portrait
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_asks'])
self.game.update(0, single_event=True) #start on_asks
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_asks'])
obj = get_object(self.game, self.game.modals[3])
obj.trigger_interact() #first option
self.game.update(0, single_event=True) #finish on_asks, start on_says
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_says'])
self.assertEqual(self.actor.busy, 1)
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact() #trigger click on last on_says
#clear last on_says event
self.game.update(0, single_event=True) #remove the says step, finish the on_gets
self.assertEqual(self.actor.busy, 0) #actor should be free
self.assertEqual([x[0].__name__ for x in self.game.events], []) #empty event queue
def test_load_state(self):
self.actor.relocate(self.scene, (100,100))
self.actor.says("Hello World", ok=None)
self.game.load_state(self.scene, "initial")
self.actor.relocate(self.scene, (200,200))
self.menuItem = Item("menu_item")
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_relocate', 'on_says', 'on_clean', 'on_relocate', 'on_relocate'])
self.game.update(0, single_event=True) #do relocate, probably starts on_says
self.game.update(0, single_event=True) #finish the relocate, starts on_says
#need to trip the modals
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact()
self.game.update(0, single_event=True) #finish the on_says and start and fininsh on_relocate
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_clean', 'on_relocate', 'on_relocate'])
def test_splash(self):
self.game.hello = False
def initial(d, game):
""" Splash callback """
game.hello = True
game.camera.scene(self.scene)
game.load_state(self.scene, "initial")
game.camera.scene(self.scene)
game.set_menu("menu_item")
game.menu.show()
self.game.splash(None, initial)
self.assertFalse(self.game.waiting) #nothing has happened yet
self.assertFalse(self.game.busy)
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_splash'])
self.game.update(0, single_event=True) #start on_splash, callback called instantly
self.assertTrue(self.game.hello) #callback was successful
self.game.update(0, single_event=True)
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_scene', 'on_clean', 'on_relocate', 'on_scene', 'on_set_menu', "on_show"])
def test_gets(self):
self.actor.gets("test_item", ok=None, action=None)
self.actor.says("Hello World", ok=None, action=None)
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_gets', 'on_says',])
self.game.update(0, single_event=True) #do the says step part of the on_gets
self.assertEqual(self.actor.busy, 1)
self.assertEqual(self.game.msgbox.busy, 1)
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact() #trigger a click on the modals generated by _says as part of on_gets
self.game.update(0, single_event=True) #remove the says step, finish the on_gets
self.assertEqual(self.actor.busy, 1) #should be busy from the second on_says
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_says',])
obj = get_object(self.game, self.game.modals[0])
obj.trigger_interact() #trigger a click on the modals generated by _says as part of on_gets
#clear last on_says event
self.game.update(0, single_event=True) #remove the says step, finish the on_gets
self.assertEqual(self.actor.busy, 0) #actor should be free
self.assertEqual([x[0].__name__ for x in self.game.events], []) #empty event queue
class EmitterTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
em = {'speed': 10, 'number': 1, 'alpha_end': 0, 'frames': 10, 'fov': 0, 'size_end': 1, 'size_start': 1, 'acceleration': (0, 0), 'alpha_start': 1.0, 'random_index': False, 'name': '_test_emitter', 'direction': 90, 'behaviour': BEHAVIOUR_FIRE, "random_age":False}
self.emitter = Emitter(**em) #.smart(self.game)
self.emitter._solid_area = Rect(0, 0, 0, 0)
self.emitter._add_particles(self.emitter.number, terminate=False) #create particles
self.particle = self.emitter.particles[0]
self.game.add(self.emitter)
def test_basic(self):
e = self.emitter
self.assertEqual(len(e.particles), 1)
for p in e.particles:
self.assertEqual((p.x, p.y), (0,0))
e._update(0, e)
self.assertEqual(e.solid_area.w, 0)
self.assertEqual(e.solid_area.__dict__, Rect(0,0,0,0).__dict__)
self.assertEqual(len(e.particles), 1)
for p in e.particles:
self.assertAlmostEqual(p.x, 10)
self.assertAlmostEqual(p.y, 0)
e._update(0, e)
for p in e.particles:
self.assertAlmostEqual(p.x, 20)
self.assertAlmostEqual(p.y, 0)
for i in range(0, e.frames-3):
e._update(0, e)
for p in e.particles: #particle should be at (frames*speed-speed,0)
self.assertAlmostEqual(p.x, 90)
self.assertAlmostEqual(p.y, 0)
e._update(0, e) #particle should reset to 0,0
for p in e.particles:
self.assertAlmostEqual(p.x, 0)
self.assertAlmostEqual(p.y, 0)
def test_angle180(self):
e = self.emitter
p = self.particle
e.direction = p.direction = 180 #straight down
e._update(0, e)
self.assertAlmostEqual(p.x, 0)
self.assertAlmostEqual(p.y, 10)
def test_angle270(self):
e = self.emitter
p = self.particle
e.direction = p.direction = 270 #straight left
e._update(0, e)
self.assertAlmostEqual(p.x, -10)
self.assertAlmostEqual(p.y, 0)
def test_fov(self):
e = self.emitter
p = self.particle
e.fov = 90
p.direction = e.direction-float(e.fov/2)
self.assertEqual(p.direction, 45) #particle is heading in 45 degree angle to right of screen
e._update(0, e)
d = 7.071067811865475
self.assertAlmostEqual(p.x, d)
self.assertAlmostEqual(p.y, -d)
e._update(0, e)
self.assertAlmostEqual(p.x, d*2)
self.assertAlmostEqual(p.y, -d*2)
class WalkthroughTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.msgbox = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.ok = Item("ok").smart(self.game, using="data/items/_test_item")
self.scene = Scene("_test_scene")
self.game.immediate_set_headless( True)
self.game.add([self.scene, self.actor, self.msgbox, self.ok])
self.game.camera.immediate_scene(self.scene)
self.scene._add(self.actor)
@answer("Hello World")
def answer0(game, btn, player):
self.actor.says("Hello World", ok=None)
@answer("Goodbye World")
def answer1(game, btn, player):
self.actor.says("Goodbye World", ok=None)
def interact__test_actor(game, actor, player):
self.actor.asks("What should we do?", answer0, answer1, ok=None)
self.actor.interact = interact__test_actor
suites = [[
(description, "Test Test Suite"),
(location, "_test_scene"),
(interact, "_test_actor"),
(interact, "Hello World"),
]]
self.game.walkthroughs(suites)
def test_walkthrough(self):
# self._walkthrough = []
self.walkthrough_index = 0 #our location in the walkthrough
self.walkthrough_target = 0 #our target
self.assertEqual([x[0].__name__ for x in self.game._walkthrough], ['description', 'location', 'interact', 'interact'])
self.game.walkthrough_index = 0 #our location in the walkthrough
self.game.walkthrough_target = 4 #our target
self.game.update(0, single_event=True) #do the description step
self.assertEqual(len(self.game.events), 0) #no events, so walkthrough could keep going
self.game.update(0, single_event=True) #do the location test
self.game.update(0, single_event=True) #do the interact that triggers the on_asks
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_asks'])
self.game.update(0, single_event=True) #do the interact that triggers the Hello World option
self.game.update(0, single_event=True) #trigger the on_says
self.game.update(0, single_event=True) #clear the on_says
self.assertEqual([x[0].__name__ for x in self.game.events], [])
class CameraEventTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.msgbox = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.ok = Item("ok").smart(self.game, using="data/items/_test_item")
self.scene = Scene("_test_scene_large")
self.game.immediate_set_headless( True)
self.game.add([self.scene, self.actor, self.msgbox, self.ok])
self.scene._set_background(fname="data/scenes/_test_scene_large/background.png")
self.game.scene = self.scene
def test_events(self):
self.actor.says("Hello World", ok=None)
self.game.camera.scene(self.scene)
self.actor.says("Goodbye World", ok=None)
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_says', "on_scene", "on_says"])
self.game.update(0, single_event=True) #do the says step
self.game.update(0, single_event=True) #remove the says step
self.assertEqual([x[0].__name__ for x in self.game.events], ["on_scene", "on_says"])
self.game.update(0, single_event=True) #do the camera step
self.assertEqual([x[0].__name__ for x in self.game.events], ["on_says"])
def test_pans(self):
self.game.camera.pan(right=True)
self.game.update(0, single_event=True) #do the says step
class GotoTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.msgbox = Item("msgbox").smart(self.game, using="data/items/_test_item")
self.ok = Item("ok").smart(self.game, using="data/items/_test_item")
self.scene = Scene("_test_scene")
self.game.immediate_set_headless( False)
self.game.add([self.scene, self.actor, self.msgbox, self.ok])
self.scene._add(self.actor)
self.game.camera.immediate_scene(self.scene)
def goto(self):
self.actor.x, self.actor.y = 100,100
self.actor._calculate_goto((200,100)) #left
self.actor._calculate_goto((100,200)) #down
self.actor._calculate_goto((0,100)) #right
self.actor._calculate_goto((100, 0)) #up
self.actor._calculate_goto((0,92))
# self.actor._calculate_goto(self, (200,100))
def test_goto(self):
dt = 0
speed = 10
for i in self.actor.actions.values(): i.speed = speed
self.actor.x, self.actor.y = 100,100
self.actor.goto((200,100))
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_goto'])
self.game.update(0, single_event=True) #do the goto event
#should be walking to the right at angle 90, speed 5
self.assertEqual(self.actor.action.name, "right")
self.assertEqual(self.actor.goto_x, 200)
self.assertEqual(self.actor.goto_y, 100)
self.assertEqual(self.actor.goto_dx, speed)
self.assertEqual(self.actor.goto_dy, 0)
#walk until we arrive
for i in range(0,100//speed):
self.game.update(0, single_event=True)
self.assertEqual(self.actor.x, 100+speed+i*speed)
self.assertEqual(self.actor.y, 100)
self.assertEqual(self.actor.goto_x, None)
self.assertEqual(self.actor.goto_y, None)
self.assertAlmostEqual(self.actor.goto_dx, 0)
self.assertAlmostEqual(self.actor.goto_dy, 0)
# walk down
self.actor.move((0,100))
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_move'])
self.game.update(0, single_event=True) #do the goto event
self.assertEqual(self.actor.action.name, "down")
self.assertEqual(self.actor.goto_x, 200)
self.assertEqual(self.actor.goto_y, 200)
self.assertAlmostEqual(self.actor.goto_dx, 0)
self.assertEqual(self.actor.goto_dy, speed)
for i in range(0,100//speed):
self.game.update(0, single_event=True)
self.assertEqual(self.actor.y, 100+speed+i*speed)
self.game.update(0, single_event=True)
self.assertEqual(self.actor.goto_x, None)
self.assertEqual(self.actor.x, 200)
self.assertEqual(self.actor.y, 200)
# walk left and up, using "left"
self.actor.move((-100, -8)) #(100, 192)
self.assertEqual([x[0].__name__ for x in self.game.events], ['on_move'])
self.game.update(0, single_event=True) #do the goto event
self.assertEqual(self.actor.action.name, "left")
self.assertEqual(self.actor.goto_x, 100)
self.assertEqual(self.actor.goto_y, 192)
self.assertTrue(9 > self.actor.goto_dx < 10) #slight under 10
self.assertTrue(-1 < self.actor.goto_dy < 0) #slightly under -1
for i in range(0,9): #takes 10 loops but
self.game.update(0, single_event=True)
self.assertAlmostEqual(self.actor.y, 200+(i+1)*self.actor.goto_dy)
self.game.update(0, single_event=True) #arrive
self.assertEqual(self.actor.goto_x, None)
#walk up and right, using "up"
self.actor.move((20, -100)) #(120, 92)
self.game.update(0, single_event=True) #do the goto event
self.assertAlmostEqual(self.actor.goto_dx, 1.9611613513818404)
self.assertAlmostEqual(self.actor.goto_dy,-9.80580675690920)
self.assertEqual(self.actor.action.name, "up")
def testgoto_queue(self):
""" Test event queue """
self.actor.x, self.actor.y = 100,100
self.actor.says("Hello World")
self.actor.goto(200,100)
self.actor.says("Goodbye World")
class SaveTest(unittest.TestCase):
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.scene = Scene("_test_scene")
self.game.player = self.actor
self.game.add([self.scene, self.actor])
def test_pickle(self):
d = tempfile.TemporaryDirectory()
with open(os.path.join(d.name, 'actor.pickle'), 'wb') as f:
pickle.dump(self.actor, f)
with open(os.path.join(d.name,'actor.pickle'), 'rb') as f:
actor = pickle.load(f)
self.assertEqual(self.actor.name, "_test_actor")
self.assertEqual(actor.name, "_test_actor")
class AssetTest(unittest.TestCase):
""" Test for memory leak in our load image, load assets and unload assets code """
def setUp(self):
self.game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
self.game.settings = Settings()
self.actor = Actor("_test_actor").smart(self.game)
self.scene = Scene("_test_scene")
self.game.player = self.actor
self.game.add([self.scene, self.actor])
def test_load_image(self):
fname = "data/scenes/_test_scene_large/background.png"
load_image(fname)
start_mem = None
for i in range(0, 20):
load_image(fname)
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
if start_mem == None: start_mem = mem
self.assertLessEqual(mem, start_mem)
print(start_mem, mem)
def test_load_assets(self):
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print(mem)
item = Item("test") #.smart(self.game, using="data/items/_test_item")
action = Action("idle")
item.actions["idle1"] = action
action.actor = item
action._image = "data/items/_test_assets/idle1.png"
action.num_of_frames = 20
self.game.add(item)
for i in range(0, 20):
start_mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("pre",start_mem)
high_mem = None
for i in range(0, 20):
action.load_assets(self.game, force=True)
self.assertNotEqual(action.animation, None)
self.assertEqual(item.resource, None)
mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("HIGH",mem)
if high_mem == None: high_mem = mem
action.unload_assets()
self.assertEqual(action.animation, None)
self.assertEqual(item.resource, None)
low_mem = resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print(start_mem, mem, low_mem)
self.assertEqual(start_mem, low_mem)
def get_memory():
return resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
def load_asset(fname, num_of_frames):
image = load_image(fname)
image_seq = pyglet.image.ImageGrid(image, 1, num_of_frames)
frames = []
for frame in image_seq:
frames.append(pyglet.image.AnimationFrame(frame, 1 / 16))
_animation = pyglet.image.Animation(frames)
return
class PygletTest(unittest.TestCase):
def test_load(self):
def get_memory():
return resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("Start", get_memory())
for fname in glob.glob("data/items/_test_assets/*.png"):
image = pyglet.image.load(fname)
image = None
gc.collect()
print("Memory after setting image to None and calling gc.collect()",get_memory())
def _test_load_heavy(self, unload=False):
def get_memory():
return resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
print("Start", get_memory())
for fname in glob.glob("../data/*/*/*.png"):
image = pyglet.image.load(fname)
image = None
gc.collect()
print("Memory after setting image to None and calling gc.collect()",get_memory())
def get_memory():
return resource.getrusage(resource.RUSAGE_SELF).ru_maxrss / 1000
game = Game("Unit Tests", fps=60, afps=16, resolution=RESOLUTION)
game.settings = Settings()
game.directory_portals = os.path.join("..", DIRECTORY_PORTALS)
game.directory_items = os.path.join("..", DIRECTORY_ITEMS)
game.directory_scenes = os.path.join("..", DIRECTORY_SCENES)
game.directory_actors = os.path.join("..", DIRECTORY_ACTORS)
game.directory_emitters = os.path.join("..", DIRECTORY_EMITTERS)
game.directory_interface = os.path.join("..", DIRECTORY_INTERFACE)
sys.path.append("/home/luke/Projects/spaceout-pleasure")
print("Start smart load on directories", get_memory())
for obj_cls in [Actor, Item, Emitter, Portal, Scene]:
dname = "directory_%ss" % obj_cls.__name__.lower()
if not os.path.exists(getattr(game, dname)):
continue # skip directory if non-existent
for name in os.listdir(getattr(game, dname)):
a = obj_cls(name)
game._add(a)
try:
a.smart(game)
except KeyError:
print("skip %s"%name)
if unload:
a.unload_assets()
print("End", get_memory())
def test_actor_smart(self):
self._test_load_heavy()
def test_actor_smart_unload(self):
self._test_load_heavy(unload=True)
def test_assets(self):
for i in range(0, 10):
load_asset("data/items/_test_assets/idle1.png", 20)
load_asset("data/items/_test_assets/right.png", 8)
load_asset("data/items/_test_assets/left.png", 8)
# gc.collect()
if __name__ == '__main__':
unittest.main()