forked from s444417/ProjektAI
205 lines
6.7 KiB
Python
205 lines
6.7 KiB
Python
import unittest
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import pygame
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Clock = pygame.time.Clock
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class ClockTypeTest(unittest.TestCase):
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def test_construction(self):
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"""Ensure a Clock object can be created"""
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c = Clock()
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self.assertTrue(c, "Clock cannot be constructed")
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def todo_test_get_fps(self):
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# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_fps:
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# Clock.get_fps(): return float
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# compute the clock framerate
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#
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# Compute your game's framerate (in frames per second). It is computed
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# by averaging the last few calls to Clock.tick().
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#
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self.fail()
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# delay_per_frame = 1 / 100.0
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#
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# c = Clock()
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#
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# for f in range(100):
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# c.tick()
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# time.sleep(delay_per_frame)
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#
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# self.assertTrue(99.0 < c.get_fps() < 101.0)
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def todo_test_get_rawtime(self):
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# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_rawtime:
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# Clock.get_rawtime(): return milliseconds
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# actual time used in the previous tick
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#
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# Similar to Clock.get_time(), but this does not include any time used
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# while Clock.tick() was delaying to limit the framerate.
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#
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self.fail()
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def todo_test_get_time(self):
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# __doc__ (as of 2008-08-02) for pygame.time.Clock.get_time:
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# Clock.get_time(): return milliseconds
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# time used in the previous tick
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#
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# Returns the parameter passed to the last call to Clock.tick(). It is
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# the number of milliseconds passed between the previous two calls to
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# Pygame.tick().
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#
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self.fail()
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# c = Clock()
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# c.tick() #between here
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# time.sleep(0.02)
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# #get_time()
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# c.tick() # here
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#
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# time.sleep(0.02)
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#
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# self.assertTrue(20 <= c.get_time() <= 30)
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def todo_test_tick(self):
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# __doc__ (as of 2008-08-02) for pygame.time.Clock.tick:
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# Clock.tick(framerate=0): return milliseconds
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# control timer events
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# update the clock
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#
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# This method should be called once per frame. It will compute how
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# many milliseconds have passed since the previous call.
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#
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# If you pass the optional framerate argument the function will delay
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# to keep the game running slower than the given ticks per second.
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# This can be used to help limit the runtime speed of a game. By
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# calling Clock.tick(40) once per frame, the program will never run at
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# more than 40 frames per second.
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#
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# Note that this function uses SDL_Delay function which is not
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# accurate on every platform, but does not use much cpu. Use
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# tick_busy_loop if you want an accurate timer, and don't mind chewing
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# cpu.
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#
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self.fail()
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# collection = []
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# c = Clock()
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#
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# c.tick()
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# for i in range(100):
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# time.sleep(0.005)
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# collection.append(c.tick())
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#
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# for outlier in [min(collection), max(collection)]:
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# if outlier != 5: collection.remove(outlier)
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#
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# self.assertEqual(sum(collection) / len(collection), 5)
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def todo_test_tick_busy_loop(self):
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# __doc__ (as of 2008-08-02) for pygame.time.Clock.tick_busy_loop:
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# Clock.tick_busy_loop(framerate=0): return milliseconds
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# control timer events
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# update the clock
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#
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# This method should be called once per frame. It will compute how
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# many milliseconds have passed since the previous call.
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#
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# If you pass the optional framerate argument the function will delay
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# to keep the game running slower than the given ticks per second.
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# This can be used to help limit the runtime speed of a game. By
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# calling Clock.tick(40) once per frame, the program will never run at
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# more than 40 frames per second.
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#
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# Note that this function uses pygame.time.delay, which uses lots of
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# cpu in a busy loop to make sure that timing is more acurate.
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#
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# New in pygame 1.8.0.
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self.fail()
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class TimeModuleTest(unittest.TestCase):
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def todo_test_delay(self):
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# __doc__ (as of 2008-08-02) for pygame.time.delay:
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# pygame.time.delay(milliseconds): return time
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# pause the program for an amount of time
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#
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# Will pause for a given number of milliseconds. This function will
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# use the processor (rather than sleeping) in order to make the delay
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# more accurate than pygame.time.wait().
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#
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# This returns the actual number of milliseconds used.
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self.fail()
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def todo_test_get_ticks(self):
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# __doc__ (as of 2008-08-02) for pygame.time.get_ticks:
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# pygame.time.get_ticks(): return milliseconds
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# get the time in milliseconds
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#
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# Return the number of millisconds since pygame.init() was called.
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# Before pygame is initialized this will always be 0.
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#
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self.fail()
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def todo_test_set_timer(self):
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# __doc__ (as of 2008-08-02) for pygame.time.set_timer:
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# pygame.time.set_timer(eventid, milliseconds): return None
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# repeatedly create an event on the event queue
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#
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# Set an event type to appear on the event queue every given number of
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# milliseconds. The first event will not appear until the amount of
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# time has passed.
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#
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# Every event type can have a separate timer attached to it. It is
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# best to use the value between pygame.USEREVENT and pygame.NUMEVENTS.
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#
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# To disable the timer for an event, set the milliseconds argument to 0.
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self.fail()
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def todo_test_wait(self):
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# __doc__ (as of 2008-08-02) for pygame.time.wait:
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# pygame.time.wait(milliseconds): return time
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# pause the program for an amount of time
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#
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# Will pause for a given number of milliseconds. This function sleeps
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# the process to share the processor with other programs. A program
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# that waits for even a few milliseconds will consume very little
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# processor time. It is slightly less accurate than the
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# pygame.time.delay() function.
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#
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# This returns the actual number of milliseconds used.
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self.fail()
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################################################################################
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if __name__ == '__main__':
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unittest.main()
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