Files
mice/units/points.py
T
enne2 c7ed24483d Add comprehensive test suite for game mechanics and level handling
- Introduced `test_final_level_flow.py` to validate final level transitions and game end scenarios.
- Created `test_game_over_flow.py` to ensure game over conditions trigger correctly based on rat counts.
- Implemented `test_keybindings.py` to verify keybinding configurations and their context-specific actions.
- Developed `test_level_editor.py` to assess level editor functionalities and layout computations.
- Added `test_level_io.py` for testing level data serialization and deserialization.
- Established `test_loop_logic_parity.py` to ensure consistent game state across multiple simulation runs.
- Created `test_non_regression.py` to simulate game behavior and capture states for future verification.
- Implemented `test_verify.py` to compare current game states against a golden master for regression detection.
2026-05-19 22:18:43 +02:00

46 lines
1.6 KiB
Python

from .unit import Unit, UnitType
from engine.collision_system import CollisionLayer
import random
import uuid
# Costanti - Points disappear after ~1.5 seconds (90 frames at 60 FPS)
AGE_THRESHOLD = 90
class Point(Unit):
"""
Represents a collectible point in the game.
Appears when a rat dies and can be collected by the player.
"""
def __init__(self, game, position=(0,0), id=None, value=10):
super().__init__(game, position, id, collision_layer=CollisionLayer.POINT, unit_type=UnitType.POINT)
self.value = value
self.speed = 1 # Points don't move but need speed for draw timing
def move(self):
self.age += self.speed
if self.age == AGE_THRESHOLD:
self.die()
def collisions(self):
pass
def die(self, unit=None, score=None):
"""Handle point cleanup. Points just disappear when they expire."""
target_unit = unit if unit else self
# Use base class cleanup
super().die()
def draw(self):
image = self.game.graphics.assets[f"BMP_BONUS_{self.value}"]
image_size = self.game.render_engine.get_image_size(image)
self.rat_image = image
partial_x, partial_y = 0, 0
x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")