#################################### IMPORTS ################################### # -*- encoding: utf-8 -*- import unittest import pygame from pygame import sprite ################################# MODULE LEVEL ################################# class SpriteModuleTest( unittest.TestCase ): pass ######################### SPRITECOLLIDE FUNCTIONS TEST ######################### class SpriteCollideTest( unittest.TestCase ): def setUp(self): self.ag = sprite.AbstractGroup() self.ag2 = sprite.AbstractGroup() self.s1 = sprite.Sprite(self.ag) self.s2 = sprite.Sprite(self.ag2) self.s3 = sprite.Sprite(self.ag2) self.s1.image = pygame.Surface((50,10), pygame.SRCALPHA, 32) self.s2.image = pygame.Surface((10,10), pygame.SRCALPHA, 32) self.s3.image = pygame.Surface((10,10), pygame.SRCALPHA, 32) self.s1.rect = self.s1.image.get_rect() self.s2.rect = self.s2.image.get_rect() self.s3.rect = self.s3.image.get_rect() self.s2.rect.move_ip(40, 0) self.s3.rect.move_ip(100, 100) def test_spritecollide__works_if_collided_cb_is_None(self): # Test that sprites collide without collided function. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = None ), [self.s2] ) def test_spritecollide__works_if_collided_cb_not_passed(self): # Should also work when collided function isn't passed at all. self.assertEqual(sprite.spritecollide ( self.s1, self.ag2, dokill = False), [self.s2] ) def test_spritecollide__collided_must_be_a_callable(self): # Need to pass a callable. self.assertRaises ( TypeError, sprite.spritecollide, self.s1, self.ag2, dokill = False, collided = 1 ) def test_spritecollide__collided_defaults_to_collide_rect(self): # collide_rect should behave the same as default. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_rect ), [self.s2] ) def test_collide_rect_ratio__ratio_of_one_like_default(self): # collide_rect_ratio should behave the same as default at a 1.0 ratio. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_rect_ratio(1.0) ), [self.s2] ) def test_collide_rect_ratio__collides_all_at_ratio_of_twenty(self): # collide_rect_ratio should collide all at a 20.0 ratio. collided_func = sprite.collide_rect_ratio(20.0) expected_sprites = sorted(self.ag2.sprites(), key=id) collided_sprites = sorted(sprite.spritecollide( self.s1, self.ag2, dokill=False, collided=collided_func), key=id) self.assertListEqual(collided_sprites, expected_sprites) def test_collide_circle__no_radius_set(self): # collide_circle with no radius set. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_circle ), [self.s2] ) def test_collide_circle_ratio__no_radius_and_ratio_of_one(self): # collide_circle_ratio with no radius set, at a 1.0 ratio. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_circle_ratio(1.0) ), [self.s2] ) def test_collide_circle_ratio__no_radius_and_ratio_of_twenty(self): # collide_circle_ratio with no radius set, at a 20.0 ratio. collided_func = sprite.collide_circle_ratio(20.0) expected_sprites = sorted(self.ag2.sprites(), key=id) collided_sprites = sorted(sprite.spritecollide( self.s1, self.ag2, dokill=False, collided=collided_func), key=id) self.assertListEqual(expected_sprites, collided_sprites) def test_collide_circle__with_radii_set(self): # collide_circle with a radius set. self.s1.radius = 50 self.s2.radius = 10 self.s3.radius = 400 collided_func = sprite.collide_circle expected_sprites = sorted(self.ag2.sprites(), key=id) collided_sprites = sorted( sprite.spritecollide(self.s1, self.ag2, dokill=False, collided=collided_func), key=id) self.assertListEqual(expected_sprites, collided_sprites) def test_collide_circle_ratio__with_radii_set(self): # collide_circle_ratio with a radius set. self.s1.radius = 50 self.s2.radius = 10 self.s3.radius = 400 collided_func = sprite.collide_circle_ratio(0.5) expected_sprites = sorted(self.ag2.sprites(), key=id) collided_sprites = sorted(sprite.spritecollide( self.s1, self.ag2, dokill=False, collided=collided_func), key=id) self.assertListEqual(expected_sprites, collided_sprites) def test_collide_mask__opaque(self): # make some fully opaque sprites that will collide with masks. self.s1.image.fill((255,255,255,255)) self.s2.image.fill((255,255,255,255)) self.s3.image.fill((255,255,255,255)) # masks should be autogenerated from image if they don't exist. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_mask ), [self.s2] ) self.s1.mask = pygame.mask.from_surface(self.s1.image) self.s2.mask = pygame.mask.from_surface(self.s2.image) self.s3.mask = pygame.mask.from_surface(self.s3.image) # with set masks. self.assertEqual ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_mask ), [self.s2] ) def test_collide_mask__transparent(self): # make some sprites that are fully transparent, so they won't collide. self.s1.image.fill((255,255,255,0)) self.s2.image.fill((255,255,255,0)) self.s3.image.fill((255,255,255,0)) self.s1.mask = pygame.mask.from_surface(self.s1.image, 255) self.s2.mask = pygame.mask.from_surface(self.s2.image, 255) self.s3.mask = pygame.mask.from_surface(self.s3.image, 255) self.assertFalse ( sprite.spritecollide ( self.s1, self.ag2, dokill = False, collided = sprite.collide_mask ) ) def test_spritecollideany__without_collided_callback(self): # pygame.sprite.spritecollideany(sprite, group) -> sprite # finds any sprites that collide # if collided is not passed, all # sprites must have a "rect" value, which is a # rectangle of the sprite area, which will be used # to calculate the collision. # s2 in, s3 out expected_sprite = self.s2 collided_sprite = sprite.spritecollideany(self.s1, self.ag2) self.assertEqual(collided_sprite, expected_sprite) # s2 and s3 out self.s2.rect.move_ip(0, 10) collided_sprite = sprite.spritecollideany(self.s1, self.ag2) self.assertIsNone(collided_sprite) # s2 out, s3 in self.s3.rect.move_ip(-105, -105) expected_sprite = self.s3 collided_sprite = sprite.spritecollideany(self.s1, self.ag2) self.assertEqual(collided_sprite, expected_sprite) # s2 and s3 in self.s2.rect.move_ip(0, -10) expected_sprite_choices = self.ag2.sprites() collided_sprite = sprite.spritecollideany(self.s1, self.ag2) self.assertIn(collided_sprite, expected_sprite_choices) def test_spritecollideany__with_collided_callback(self): # pygame.sprite.spritecollideany(sprite, group) -> sprite # finds any sprites that collide # collided is a callback function used to calculate if # two sprites are colliding. it should take two sprites # as values, and return a bool value indicating if # they are colliding. # This collision test can be faster than pygame.sprite.spritecollide() # since it has less work to do. arg_dict_a = {} arg_dict_b = {} return_container = [True] # This function is configurable using the mutable default arguments! def collided_callback(spr_a, spr_b, arg_dict_a=arg_dict_a, arg_dict_b=arg_dict_b, return_container=return_container): count = arg_dict_a.get(spr_a, 0) arg_dict_a[spr_a] = 1 + count count = arg_dict_b.get(spr_b, 0) arg_dict_b[spr_b] = 1 + count return return_container[0] # This should return a sprite from self.ag2 because the callback # function (collided_callback()) currently returns True. expected_sprite_choices = self.ag2.sprites() collided_sprite = sprite.spritecollideany(self.s1, self.ag2, collided_callback) self.assertIn(collided_sprite, expected_sprite_choices) # The callback function should have been called only once, so self.s1 # should have only been passed as an argument once self.assertEqual(len(arg_dict_a), 1) self.assertEqual(arg_dict_a[self.s1], 1) # The callback function should have been called only once, so self.s2 # exclusive-or self.s3 should have only been passed as an argument # once self.assertEqual(len(arg_dict_b), 1) self.assertEqual(list(arg_dict_b.values())[0], 1) self.assertTrue(self.s2 in arg_dict_b or self.s3 in arg_dict_b) arg_dict_a.clear() arg_dict_b.clear() return_container[0] = False # This should return None because the callback function # (collided_callback()) currently returns False. collided_sprite = sprite.spritecollideany(self.s1, self.ag2, collided_callback) self.assertIsNone(collided_sprite) # The callback function should have been called as many times as # there are sprites in self.ag2 self.assertEqual(len(arg_dict_a), 1) self.assertEqual(arg_dict_a[self.s1], len(self.ag2)) self.assertEqual(len(arg_dict_b), len(self.ag2)) # Each sprite in self.ag2 should be called once. for s in self.ag2: self.assertEqual(arg_dict_b[s], 1) def test_groupcollide__without_collided_callback(self): # pygame.sprite.groupcollide(groupa, groupb, dokilla, dokillb) -> dict # collision detection between group and group # test no kill expected_dict = {self.s1: [self.s2]} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False) self.assertDictEqual(expected_dict, crashed) crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False) self.assertDictEqual(expected_dict, crashed) # Test dokill2=True (kill colliding sprites in second group). crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, True) self.assertDictEqual(expected_dict, crashed) expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False) self.assertDictEqual(expected_dict, crashed) # Test dokill1=True (kill colliding sprites in first group). self.s3.rect.move_ip(-100, -100) expected_dict = {self.s1: [self.s3]} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, True, False) self.assertDictEqual(expected_dict, crashed) expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False) self.assertDictEqual(expected_dict, crashed) def test_groupcollide__with_collided_callback(self): collided_callback_true = lambda spr_a, spr_b: True collided_callback_false = lambda spr_a, spr_b: False # test no kill expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False, collided_callback_false) self.assertDictEqual(expected_dict, crashed) expected_dict = {self.s1: sorted(self.ag2.sprites(), key=id)} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False, collided_callback_true) for value in crashed.values(): value.sort(key=id) self.assertDictEqual(expected_dict, crashed) # expected_dict is the same again for this collide crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, False, collided_callback_true) for value in crashed.values(): value.sort(key=id) self.assertDictEqual(expected_dict, crashed) # Test dokill2=True (kill colliding sprites in second group). expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, True, collided_callback_false) self.assertDictEqual(expected_dict, crashed) expected_dict = {self.s1: sorted(self.ag2.sprites(), key=id)} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, True, collided_callback_true) for value in crashed.values(): value.sort(key=id) self.assertDictEqual(expected_dict, crashed) expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, False, True, collided_callback_true) self.assertDictEqual(expected_dict, crashed) # Test dokill1=True (kill colliding sprites in first group). self.ag.add(self.s2) self.ag2.add(self.s3) expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, True, False, collided_callback_false) self.assertDictEqual(expected_dict, crashed) expected_dict = {self.s1: [self.s3], self.s2: [self.s3]} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, True, False, collided_callback_true) self.assertDictEqual(expected_dict, crashed) expected_dict = {} crashed = pygame.sprite.groupcollide(self.ag, self.ag2, True, False, collided_callback_true) self.assertDictEqual(expected_dict, crashed) def test_collide_rect(self): # Test colliding - some edges touching self.assertTrue(pygame.sprite.collide_rect(self.s1, self.s2)) self.assertTrue(pygame.sprite.collide_rect(self.s2, self.s1)) # Test colliding - all edges touching self.s2.rect.center = self.s3.rect.center self.assertTrue(pygame.sprite.collide_rect(self.s2, self.s3)) self.assertTrue(pygame.sprite.collide_rect(self.s3, self.s2)) # Test colliding - no edges touching self.s2.rect.inflate_ip(10, 10) self.assertTrue(pygame.sprite.collide_rect(self.s2, self.s3)) self.assertTrue(pygame.sprite.collide_rect(self.s3, self.s2)) # Test colliding - some edges intersecting self.s2.rect.center = (self.s1.rect.right, self.s1.rect.bottom) self.assertTrue(pygame.sprite.collide_rect(self.s1, self.s2)) self.assertTrue(pygame.sprite.collide_rect(self.s2, self.s1)) # Test not colliding self.assertFalse(pygame.sprite.collide_rect(self.s1, self.s3)) self.assertFalse(pygame.sprite.collide_rect(self.s3, self.s1)) ################################################################################ class AbstractGroupTypeTest( unittest.TestCase ): def setUp(self): self.ag = sprite.AbstractGroup() self.ag2 = sprite.AbstractGroup() self.s1 = sprite.Sprite(self.ag) self.s2 = sprite.Sprite(self.ag) self.s3 = sprite.Sprite(self.ag2) self.s4 = sprite.Sprite(self.ag2) self.s1.image = pygame.Surface((10, 10)) self.s1.image.fill(pygame.Color('red')) self.s1.rect = self.s1.image.get_rect() self.s2.image = pygame.Surface((10, 10)) self.s2.image.fill(pygame.Color('green')) self.s2.rect = self.s2.image.get_rect() self.s2.rect.left = 10 self.s3.image = pygame.Surface((10, 10)) self.s3.image.fill(pygame.Color('blue')) self.s3.rect = self.s3.image.get_rect() self.s3.rect.top = 10 self.s4.image = pygame.Surface((10, 10)) self.s4.image.fill(pygame.Color('white')) self.s4.rect = self.s4.image.get_rect() self.s4.rect.left = 10 self.s4.rect.top = 10 self.bg = pygame.Surface((20, 20)) self.scr = pygame.Surface((20, 20)) self.scr.fill(pygame.Color('grey')) def test_has( self ): " See if AbstractGroup.has() works as expected. " self.assertEqual(True, self.s1 in self.ag) self.assertEqual(True, self.ag.has(self.s1)) self.assertEqual(True, self.ag.has([self.s1, self.s2])) # see if one of them not being in there. self.assertNotEqual(True, self.ag.has([self.s1, self.s2, self.s3])) self.assertNotEqual(True, self.ag.has(self.s1, self.s2, self.s3)) self.assertNotEqual(True, self.ag.has(self.s1, sprite.Group(self.s2, self.s3))) self.assertNotEqual(True, self.ag.has(self.s1, [self.s2, self.s3])) # test empty list processing self.assertFalse(self.ag.has(*[])) self.assertFalse(self.ag.has([])) self.assertFalse(self.ag.has([[]])) # see if a second AbstractGroup works. self.assertEqual(True, self.ag2.has(self.s3)) def test_add(self): ag3 = sprite.AbstractGroup() sprites = (self.s1, self.s2, self.s3, self.s4) for s in sprites: self.assertNotIn(s, ag3) ag3.add(self.s1, [self.s2], self.ag2) for s in sprites: self.assertIn(s, ag3) def test_add_internal(self): self.assertNotIn(self.s1, self.ag2) self.ag2.add_internal(self.s1) self.assertIn(self.s1, self.ag2) def test_clear(self): self.ag.draw(self.scr) self.ag.clear(self.scr, self.bg) self.assertEqual((0, 0, 0, 255), self.scr.get_at((5, 5))) self.assertEqual((0, 0, 0, 255), self.scr.get_at((15, 5))) def test_draw(self): self.ag.draw(self.scr) self.assertEqual((255, 0, 0, 255), self.scr.get_at((5, 5))) self.assertEqual((0, 255, 0, 255), self.scr.get_at((15, 5))) def test_empty(self): self.ag.empty() self.assertFalse(self.s1 in self.ag) self.assertFalse(self.s2 in self.ag) def test_has_internal(self): self.assertTrue(self.ag.has_internal(self.s1)) self.assertFalse(self.ag.has_internal(self.s3)) def test_remove(self): # Test removal of 1 sprite self.ag.remove(self.s1) self.assertFalse(self.ag in self.s1.groups()) self.assertFalse(self.ag.has(self.s1)) # Test removal of 2 sprites as 2 arguments self.ag2.remove(self.s3, self.s4) self.assertFalse(self.ag2 in self.s3.groups()) self.assertFalse(self.ag2 in self.s4.groups()) self.assertFalse(self.ag2.has(self.s3, self.s4)) # Test removal of 4 sprites as a list containing a sprite and a group # containing a sprite and another group containing 2 sprites. self.ag.add(self.s1, self.s3, self.s4) self.ag2.add(self.s3, self.s4) g = sprite.Group(self.s2) self.ag.remove([self.s1, g], self.ag2) self.assertFalse(self.ag in self.s1.groups()) self.assertFalse(self.ag in self.s2.groups()) self.assertFalse(self.ag in self.s3.groups()) self.assertFalse(self.ag in self.s4.groups()) self.assertFalse(self.ag.has(self.s1, self.s2, self.s3, self.s4)) def test_remove_internal(self): self.ag.remove_internal(self.s1) self.assertFalse(self.ag.has_internal(self.s1)) def test_sprites(self): expected_sprites = sorted((self.s1, self.s2), key=id) sprite_list = sorted(self.ag.sprites(), key=id) self.assertListEqual(sprite_list, expected_sprites) def test_update(self): class test_sprite(pygame.sprite.Sprite): sink = [] def __init__(self, *groups): pygame.sprite.Sprite.__init__(self, *groups) def update(self, *args): self.sink += args s = test_sprite(self.ag) self.ag.update(1, 2, 3) self.assertEqual(test_sprite.sink, [1, 2, 3]) ################################################################################ # A base class to share tests between similar classes class LayeredGroupBase: def test_get_layer_of_sprite(self): expected_layer = 666 spr = self.sprite() self.LG.add(spr, layer=expected_layer) layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(len(self.LG._spritelist), 1) self.assertEqual(layer, self.LG.get_layer_of_sprite(spr)) self.assertEqual(layer, expected_layer) self.assertEqual(layer, self.LG._spritelayers[spr]) def test_add(self): expected_layer = self.LG._default_layer spr = self.sprite() self.LG.add(spr) layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(len(self.LG._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__sprite_with_layer_attribute(self): expected_layer = 100 spr = self.sprite() spr._layer = expected_layer self.LG.add(spr) layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(len(self.LG._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__passing_layer_keyword(self): expected_layer = 100 spr = self.sprite() self.LG.add(spr, layer=expected_layer) layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(len(self.LG._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__overriding_sprite_layer_attr(self): expected_layer = 200 spr = self.sprite() spr._layer = 100 self.LG.add(spr, layer=expected_layer) layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(len(self.LG._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__adding_sprite_on_init(self): spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr) expected_layer = lrg2._default_layer layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__sprite_init_layer_attr(self): expected_layer = 20 spr = self.sprite() spr._layer = expected_layer lrg2 = sprite.LayeredUpdates(spr) layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__sprite_init_passing_layer(self): expected_layer = 33 spr = self.sprite() lrg2 = sprite.LayeredUpdates(spr, layer=expected_layer) layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__sprite_init_overiding_layer(self): expected_layer = 33 spr = self.sprite() spr._layer = 55 lrg2 = sprite.LayeredUpdates(spr, layer=expected_layer) layer = lrg2._spritelayers[spr] self.assertEqual(len(lrg2._spritelist), 1) self.assertEqual(layer, expected_layer) def test_add__spritelist(self): expected_layer = self.LG._default_layer sprite_count = 10 sprites = [self.sprite() for _ in range(sprite_count)] self.LG.add(sprites) self.assertEqual(len(self.LG._spritelist), sprite_count) for i in range(sprite_count): layer = self.LG.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, expected_layer) def test_add__spritelist_with_layer_attr(self): sprites = [] sprite_and_layer_count = 10 for i in range(sprite_and_layer_count): sprites.append(self.sprite()) sprites[-1]._layer = i self.LG.add(sprites) self.assertEqual(len(self.LG._spritelist), sprite_and_layer_count) for i in range(sprite_and_layer_count): layer = self.LG.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, i) def test_add__spritelist_passing_layer(self): expected_layer = 33 sprite_count = 10 sprites = [self.sprite() for _ in range(sprite_count)] self.LG.add(sprites, layer=expected_layer) self.assertEqual(len(self.LG._spritelist), sprite_count) for i in range(sprite_count): layer = self.LG.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, expected_layer) def test_add__spritelist_overriding_layer(self): expected_layer = 33 sprites = [] sprite_and_layer_count = 10 for i in range(sprite_and_layer_count): sprites.append(self.sprite()) sprites[-1].layer = i self.LG.add(sprites, layer=expected_layer) self.assertEqual(len(self.LG._spritelist), sprite_and_layer_count) for i in range(sprite_and_layer_count): layer = self.LG.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, expected_layer) def test_add__spritelist_init(self): sprite_count = 10 sprites = [self.sprite() for _ in range(sprite_count)] lrg2 = sprite.LayeredUpdates(sprites) expected_layer = lrg2._default_layer self.assertEqual(len(lrg2._spritelist), sprite_count) for i in range(sprite_count): layer = lrg2.get_layer_of_sprite(sprites[i]) self.assertEqual(layer, expected_layer) def test_remove__sprite(self): sprites = [] sprite_count = 10 for i in range(sprite_count): sprites.append(self.sprite()) sprites[-1].rect = 0 self.LG.add(sprites) self.assertEqual(len(self.LG._spritelist), sprite_count) for i in range(sprite_count): self.LG.remove(sprites[i]) self.assertEqual(len(self.LG._spritelist), 0) def test_sprites(self): sprites = [] sprite_and_layer_count = 10 for i in range(sprite_and_layer_count, 0, -1): sprites.append(self.sprite()) sprites[-1]._layer = i self.LG.add(sprites) self.assertEqual(len(self.LG._spritelist), sprite_and_layer_count) # Sprites should be ordered based on their layer (bottom to top), # which is the reverse order of the sprites list. expected_sprites = list(reversed(sprites)) actual_sprites = self.LG.sprites() self.assertListEqual(actual_sprites, expected_sprites) def test_layers(self): sprites = [] expected_layers = [] layer_count = 10 for i in range(layer_count): expected_layers.append(i) for j in range(5): sprites.append(self.sprite()) sprites[-1]._layer = i self.LG.add(sprites) layers = self.LG.layers() self.assertListEqual(layers, expected_layers) def test_add__layers_are_correct(self): layers = [1, 4, 6, 8, 3, 6, 2, 6, 4, 5, 6, 1, 0, 9, 7, 6, 54, 8, 2, 43, 6, 1] for lay in layers: self.LG.add(self.sprite(), layer=lay) layers.sort() for idx, spr in enumerate(self.LG.sprites()): layer = self.LG.get_layer_of_sprite(spr) self.assertEqual(layer, layers[idx]) def test_change_layer(self): expected_layer = 99 spr = self.sprite() self.LG.add(spr, layer=expected_layer) self.assertEqual(self.LG._spritelayers[spr], expected_layer) expected_layer = 44 self.LG.change_layer(spr, expected_layer) self.assertEqual(self.LG._spritelayers[spr], expected_layer) expected_layer = 77 spr2 = self.sprite() spr2.layer = 55 self.LG.add(spr2) self.LG.change_layer(spr2, expected_layer) self.assertEqual(spr2.layer, expected_layer) def test_get_top_layer(self): layers = [1, 5, 2, 8, 4, 5, 3, 88, 23, 0] for i in layers: self.LG.add(self.sprite(), layer=i) top_layer = self.LG.get_top_layer() self.assertEqual(top_layer, self.LG.get_top_layer()) self.assertEqual(top_layer, max(layers)) self.assertEqual(top_layer, max(self.LG._spritelayers.values())) self.assertEqual(top_layer, self.LG._spritelayers[self.LG._spritelist[-1]]) def test_get_bottom_layer(self): layers = [1, 5, 2, 8, 4, 5, 3, 88, 23, 0] for i in layers: self.LG.add(self.sprite(), layer=i) bottom_layer = self.LG.get_bottom_layer() self.assertEqual(bottom_layer, self.LG.get_bottom_layer()) self.assertEqual(bottom_layer, min(layers)) self.assertEqual(bottom_layer, min(self.LG._spritelayers.values())) self.assertEqual(bottom_layer, self.LG._spritelayers[self.LG._spritelist[0]]) def test_move_to_front(self): layers = [1, 5, 2, 8, 4, 5, 3, 88, 23, 0] for i in layers: self.LG.add(self.sprite(), layer=i) spr = self.sprite() self.LG.add(spr, layer=3) self.assertNotEqual(spr, self.LG._spritelist[-1]) self.LG.move_to_front(spr) self.assertEqual(spr, self.LG._spritelist[-1]) def test_move_to_back(self): layers = [1, 5, 2, 8, 4, 5, 3, 88, 23, 0] for i in layers: self.LG.add(self.sprite(), layer=i) spr = self.sprite() self.LG.add(spr, layer=55) self.assertNotEqual(spr, self.LG._spritelist[0]) self.LG.move_to_back(spr) self.assertEqual(spr, self.LG._spritelist[0]) def test_get_top_sprite(self): layers = [1, 5, 2, 8, 4, 5, 3, 88, 23, 0] for i in layers: self.LG.add(self.sprite(), layer=i) expected_layer = self.LG.get_top_layer() layer = self.LG.get_layer_of_sprite(self.LG.get_top_sprite()) self.assertEqual(layer, expected_layer) def test_get_sprites_from_layer(self): sprites = {} layers = [1, 4, 5, 6, 3, 7, 8, 2, 1, 3, 4, 5, 6, 7, 8, 9, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 1, 6, 5, 4, 3, 2] for lay in layers: spr = self.sprite() spr._layer = lay self.LG.add(spr) if lay not in sprites: sprites[lay] = [] sprites[lay].append(spr) for lay in self.LG.layers(): for spr in self.LG.get_sprites_from_layer(lay): self.assertIn(spr, sprites[lay]) sprites[lay].remove(spr) if len(sprites[lay]) == 0: del sprites[lay] self.assertEqual(len(sprites.values()), 0) def test_switch_layer(self): sprites1 = [] sprites2 = [] layers = [3, 2, 3, 2, 3, 3, 2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 3, 3, 2, 2, 3, 2, 3] for lay in layers: spr = self.sprite() spr._layer = lay self.LG.add(spr) if lay==2: sprites1.append(spr) else: sprites2.append(spr) sprites1.sort(key=id) sprites2.sort(key=id) layer2_sprites = sorted(self.LG.get_sprites_from_layer(2), key=id) layer3_sprites = sorted(self.LG.get_sprites_from_layer(3), key=id) self.assertListEqual(sprites1, layer2_sprites) self.assertListEqual(sprites2, layer3_sprites) self.assertEqual(len(self.LG), len(sprites1) + len(sprites2)) self.LG.switch_layer(2, 3) layer2_sprites = sorted(self.LG.get_sprites_from_layer(2), key=id) layer3_sprites = sorted(self.LG.get_sprites_from_layer(3), key=id) self.assertListEqual(sprites1, layer3_sprites) self.assertListEqual(sprites2, layer2_sprites) self.assertEqual(len(self.LG), len(sprites1) + len(sprites2)) def test_copy(self): self.LG.add(self.sprite()) spr = self.LG.sprites()[0] lg_copy = self.LG.copy() self.assertIsInstance(lg_copy, type(self.LG)) self.assertIn(spr, lg_copy) self.assertIn(lg_copy, spr.groups()) ########################## LAYERED RENDER GROUP TESTS ########################## class LayeredUpdatesTypeTest__SpriteTest(LayeredGroupBase, unittest.TestCase): sprite = sprite.Sprite def setUp(self): self.LG = sprite.LayeredUpdates() class LayeredUpdatesTypeTest__DirtySprite(LayeredGroupBase, unittest.TestCase): sprite = sprite.DirtySprite def setUp(self): self.LG = sprite.LayeredUpdates() class LayeredDirtyTypeTest__DirtySprite(LayeredGroupBase, unittest.TestCase): sprite = sprite.DirtySprite def setUp(self): self.LG = sprite.LayeredDirty() def test_repaint_rect(self): group = self.LG surface = pygame.Surface((100, 100)) group.repaint_rect(pygame.Rect(0, 0, 100, 100)) group.draw(surface) def test_repaint_rect_with_clip(self): group = self.LG surface = pygame.Surface((100, 100)) group.set_clip(pygame.Rect(0, 0, 100, 100)) group.repaint_rect(pygame.Rect(0, 0, 100, 100)) group.draw(surface) def _nondirty_intersections_redrawn(self, use_source_rect=False): # Helper method to ensure non-dirty sprites are redrawn correctly. # # Parameters: # use_source_rect - allows non-dirty sprites to be tested # with (True) and without (False) a source_rect # # This test was written to reproduce the behavior seen in issue #898. # A non-dirty sprite (using source_rect) was being redrawn incorrectly # after a dirty sprite intersected with it. # # This test does the following. # 1. Creates a surface filled with white. Also creates an image_source # with a default fill color of yellow and adds 2 images to it # (red and blue rectangles). # 2. Creates 2 DirtySprites (red_sprite and blue_sprite) using the # image_source and adds them to a LayeredDirty group. # 3. Moves the red_sprite and calls LayeredDirty.draw(surface) a few # times. # 4. Checks to make sure the sprites were redrawn correctly. RED = pygame.Color('red') BLUE = pygame.Color('blue') WHITE = pygame.Color('white') YELLOW = pygame.Color('yellow') surface = pygame.Surface((60, 80)) surface.fill(WHITE) start_pos = (10, 10) # These rects define each sprite's image area in the image_source. red_sprite_source = pygame.Rect((45, 0), (5, 4)) blue_sprite_source = pygame.Rect((0, 40), (20, 10)) # Create a source image/surface. image_source = pygame.Surface((50, 50)) image_source.fill(YELLOW) image_source.fill(RED, red_sprite_source) image_source.fill(BLUE, blue_sprite_source) # The blue_sprite is stationary and will not reset its dirty flag. It # will be the non-dirty sprite in this test. Its values are dependent # on the use_source_rect flag. blue_sprite = pygame.sprite.DirtySprite(self.LG) if use_source_rect: blue_sprite.image = image_source # The rect is a bit smaller than the source_rect to make sure # LayeredDirty.draw() is using the correct dimensions. blue_sprite.rect = pygame.Rect(start_pos, (blue_sprite_source.w - 7, blue_sprite_source.h - 7)) blue_sprite.source_rect = blue_sprite_source start_x, start_y = blue_sprite.rect.topleft end_x = start_x + blue_sprite.source_rect.w end_y = start_y + blue_sprite.source_rect.h else: blue_sprite.image = image_source.subsurface(blue_sprite_source) blue_sprite.rect = pygame.Rect(start_pos, blue_sprite_source.size) start_x, start_y = blue_sprite.rect.topleft end_x, end_y = blue_sprite.rect.bottomright # The red_sprite is moving and will always be dirty. red_sprite = pygame.sprite.DirtySprite(self.LG) red_sprite.image = image_source red_sprite.rect = pygame.Rect(start_pos, red_sprite_source.size) red_sprite.source_rect = red_sprite_source red_sprite.dirty = 2 # Draw the red_sprite as it moves a few steps. for _ in range(4): red_sprite.rect.move_ip(2, 1) # This is the method being tested. self.LG.draw(surface) # Check colors where the blue_sprite is drawn. We expect red where the # red_sprite is drawn over the blue_sprite, but the rest should be # blue. surface.lock() # Lock surface for possible speed up. try: for y in range(start_y, end_y): for x in range(start_x, end_x): if red_sprite.rect.collidepoint(x, y): expected_color = RED else: expected_color = BLUE color = surface.get_at((x, y)) self.assertEqual(color, expected_color, 'pos=({}, {})'.format(x, y)) finally: surface.unlock() def test_nondirty_intersections_redrawn(self): """Ensure non-dirty sprites are correctly redrawn when dirty sprites intersect with them. """ self._nondirty_intersections_redrawn() def test_nondirty_intersections_redrawn__with_source_rect(self): """Ensure non-dirty sprites using source_rects are correctly redrawn when dirty sprites intersect with them. Related to issue #898. """ self._nondirty_intersections_redrawn(True) ############################### SPRITE BASE CLASS ############################## # # tests common between sprite classes class SpriteBase: def setUp(self): self.groups = [] for Group in self.Groups: self.groups.append(Group()) self.sprite = self.Sprite() def test_add_internal(self): for g in self.groups: self.sprite.add_internal(g) for g in self.groups: self.assertIn(g, self.sprite.groups()) def test_remove_internal(self): for g in self.groups: self.sprite.add_internal(g) for g in self.groups: self.sprite.remove_internal(g) for g in self.groups: self.assertFalse(g in self.sprite.groups()) def test_update(self): class test_sprite(pygame.sprite.Sprite): sink = [] def __init__(self, *groups): pygame.sprite.Sprite.__init__(self, *groups) def update(self, *args): self.sink += args s = test_sprite() s.update(1, 2, 3) self.assertEqual(test_sprite.sink, [1, 2, 3]) def test___init____added_to_groups_passed(self): expected_groups = sorted(self.groups, key=id) sprite = self.Sprite(self.groups) groups = sorted(sprite.groups(), key=id) self.assertListEqual(groups, expected_groups) def test_add(self): expected_groups = sorted(self.groups, key=id) self.sprite.add(self.groups) groups = sorted(self.sprite.groups(), key=id) self.assertListEqual(groups, expected_groups) def test_alive(self): self.assertFalse(self.sprite.alive(), "Sprite should not be alive if in no groups") self.sprite.add(self.groups) self.assertTrue(self.sprite.alive()) def test_groups(self): for i, g in enumerate(self.groups): expected_groups = sorted(self.groups[:i+1], key=id) self.sprite.add(g) groups = sorted(self.sprite.groups(), key=id) self.assertListEqual(groups, expected_groups) def test_kill(self): self.sprite.add(self.groups) self.assertTrue(self.sprite.alive()) self.sprite.kill() self.assertListEqual(self.sprite.groups(), []) self.assertFalse(self.sprite.alive()) def test_remove(self): self.sprite.add(self.groups) self.sprite.remove(self.groups) self.assertListEqual(self.sprite.groups(), []) ############################## SPRITE CLASS TESTS ############################## class SpriteTypeTest(SpriteBase, unittest.TestCase): Sprite = sprite.Sprite Groups = [ sprite.Group, sprite.LayeredUpdates, sprite.RenderUpdates, sprite.OrderedUpdates, ] class DirtySpriteTypeTest(SpriteBase, unittest.TestCase): Sprite = sprite.DirtySprite Groups = [ sprite.Group, sprite.LayeredUpdates, sprite.RenderUpdates, sprite.OrderedUpdates, sprite.LayeredDirty, ] ############################## BUG TESTS ####################################### class SingleGroupBugsTest(unittest.TestCase): def test_memoryleak_bug(self): # For memoryleak bug posted to mailing list by Tobias Steinrücken on 16/11/10. # Fixed in revision 2953. import weakref import gc class MySprite(sprite.Sprite): def __init__(self, *args, **kwargs): sprite.Sprite.__init__(self, *args, **kwargs) self.image = pygame.Surface( (2, 4), 0, 24 ) self.rect = self.image.get_rect() g = sprite.GroupSingle() screen = pygame.Surface((4, 8), 0, 24) s = MySprite() r = weakref.ref(s) g.sprite = s del s gc.collect() self.assertIsNotNone(r()) g.update() g.draw(screen) g.sprite = MySprite() gc.collect() self.assertIsNone(r()) ################################################################################ if __name__ == '__main__': unittest.main()