AL-2020/venv/Lib/site-packages/pygame/tests/sprite_test.py

1249 lines
42 KiB
Python

#################################### 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()