Merge branch 'exploding_bomb' into 'master'

Add a small bomb exploding animation

Closes #31

See merge request ynerant/squirrel-battle!47
This commit is contained in:
ynerant 2020-12-12 16:53:26 +01:00
commit 158338637a
3 changed files with 42 additions and 1 deletions

View File

@ -62,6 +62,7 @@ TexturePack.ASCII_PACK = TexturePack(
BODY_SNATCH_POTION='S',
BOMB='o',
EMPTY=' ',
EXPLOSION='%',
FLOOR='.',
HAZELNUT='¤',
HEART='',
@ -87,6 +88,7 @@ TexturePack.SQUIRREL_PACK = TexturePack(
BODY_SNATCH_POTION='🔀',
BOMB='💣',
EMPTY=' ',
EXPLOSION='💥',
FLOOR='██',
HAZELNUT='🌰',
HEART='💜',

View File

@ -158,6 +158,10 @@ class Bomb(Item):
m.logs.add_message(log_message)
m.entities.remove(self)
# Add sparkles where the bomb exploded.
explosion = Explosion(y=self.y, x=self.x)
self.map.add_entity(explosion)
def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
@ -168,6 +172,26 @@ class Bomb(Item):
return d
class Explosion(Item):
"""
When a bomb explodes, the explosion is displayed.
"""
def __init__(self, *args, **kwargs):
super().__init__(name="explosion", *args, **kwargs)
def act(self, m: Map) -> None:
"""
The explosion instant dies.
"""
m.remove_entity(self)
def hold(self, player: InventoryHolder) -> None:
"""
The player can't hold any explosion.
"""
pass
class Weapon(Item):
"""
Non-throwable items that improve player damage

View File

@ -3,7 +3,8 @@
import unittest
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart, Item
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart, Item, \
Explosion
from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, TeddyBear
from squirrelbattle.entities.player import Player
from squirrelbattle.interfaces import Entity, Map
@ -138,6 +139,20 @@ class TestEntities(unittest.TestCase):
self.assertTrue(teddy_bear.dead)
bomb_state = item.save_state()
self.assertEqual(bomb_state["damage"], item.damage)
explosions = self.map.find_entities(Explosion)
self.assertTrue(explosions)
explosion = explosions[0]
self.assertEqual(explosion.y, item.y)
self.assertEqual(explosion.x, item.x)
# The player can't hold the explosion
explosion.hold(self.player)
self.assertNotIn(explosion, self.player.inventory)
self.assertFalse(explosion.held)
# The explosion disappears after one tick
explosion.act(self.map)
self.assertNotIn(explosion, self.map.entities)
def test_hearts(self) -> None:
"""