Best Python code snippet using Airtest
turn_state.py
Source:turn_state.py  
...12        self.utility_buttons = {}13        self.hovered_ability = None14        self.zone_indicator = pygame.image.load("resources/img/wbsprite.png").convert()15        self.zone_indicator.set_colorkey((0, 0, 0))16        self.ability_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1] + 280, 450, 200])17        self.name_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1] + 280, 225, 50])18        self.ap_panel = pygame.Rect([director.screen.get_rect().midleft[0] + 225, director.screen.get_rect().midleft[1] + 280, 225, 50])19        self.first_player_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1] - 150, 225, 125])20        self.second_player_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1]  - 25, 225, 125])21        self.third_player_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1] + 100, 225, 125])22        self.first_enemy_panel = pygame.Rect([director.screen.get_rect().topright[0] - 225, director.screen.get_rect().topright[1], 225, 125])23        self.second_enemy_panel = pygame.Rect([director.screen.get_rect().topright[0] - 225, director.screen.get_rect().topright[1] + 125, 225, 125])24        self.third_enemy_panel = pygame.Rect([director.screen.get_rect().topright[0] - 225, director.screen.get_rect().topright[1] + 250, 225, 125])25        self.fourth_enemy_panel = pygame.Rect([director.screen.get_rect().topright[0] - 225, director.screen.get_rect().topright[1] + 375, 225, 125])26        self.player_info_panel = pygame.Rect([director.screen.get_rect().midleft[0], director.screen.get_rect().midleft[1] - 150, 225, 375])27        self.enemy_info_panel = pygame.Rect([director.screen.get_rect().topright[0] - 225, director.screen.get_rect().topright[1], 225, 475])28        self.font = pygame.font.Font("resources/font/PressStart2P-vaV7.ttf", 25)29    def enter(self):30        print("Entered Turn State")31        self.ability_buttons.clear()32        for i in range(len(self.scene.current_character.abilities)):33            self.ability_buttons[f"{i}"] = Button((0,0,70), self.director.screen.get_rect().midleft[0], self.director.screen.get_rect().midleft[1] + 330 + (i * 30), 120, 35, self.scene.current_character.abilities[i])34        self.utility_buttons[1] = Button((0,0,70), self.director.screen.get_rect().midleft[0] + 120, self.director.screen.get_rect().midleft[1] + 330, 120, 35, self.scene.director.wait)35        36    def exit(self):37        print("Exited Turn State")38        pass39    def update(self):40        for btn in self.ability_buttons.values():41            if btn.isOver((self.scene.x_world, self.scene.y_world)):42                self.hovered_ability = btn.ability43        for btn in self.utility_buttons.values():44            if btn.isOver((self.scene.x_world, self.scene.y_world)):45                self.hovered_ability = btn.ability46    def render(self):47        pygame.draw.rect(self.director.screen,(100, 100, 100), self.ability_panel)48        pygame.draw.rect(self.director.screen,(100, 100, 100), self.player_info_panel)49        pygame.draw.rect(self.director.screen,(100, 100, 100), self.enemy_info_panel)50        pygame.draw.rect(self.director.screen,(0, 0, 0), self.first_player_panel, 3)51        pygame.draw.rect(self.director.screen,(0, 0, 0), self.second_player_panel, 3)52        pygame.draw.rect(self.director.screen,(0, 0, 0), self.third_player_panel, 3)53        pygame.draw.rect(self.director.screen,(0, 0, 0), self.first_enemy_panel, 3)54        pygame.draw.rect(self.director.screen,(0, 0, 0), self.second_enemy_panel, 3)55        pygame.draw.rect(self.director.screen,(0, 0, 0), self.third_enemy_panel, 3)56        pygame.draw.rect(self.director.screen,(0, 0, 0), self.fourth_enemy_panel, 3)57        pygame.draw.rect(self.director.screen,(0, 0, 0), self.name_panel, 3)58        pygame.draw.rect(self.director.screen,(0, 0, 0), self.ap_panel, 3)59        #Blit text into player info boxes60        ui_module.draw_character_info(self.director.screen, self.font, self.scene.group_manager.player_party, (255, 255, 255), self.director.screen.get_rect().midleft[0], self.director.screen.get_rect().midleft[1] - 130, 5, 120, 25)61        #Blit text into enemy info boxes62        ui_module.draw_character_info(self.director.screen,self.font, self.scene.group_manager.enemy_party, (255, 255, 255), self.director.screen.get_rect().topright[0], self.director.screen.get_rect().topright[1], -220, 125, 25)63        64        self.director.screen.blit(self.font.render(self.scene.current_character.name, True, (255, 255, 255)), (self.director.screen.get_rect().midleft[0], self.director.screen.get_rect().midleft[1] + 290))65        self.director.screen.blit(self.font.render(f"AP: {self.scene.current_character.action_points}", True, (255, 255, 255)), (self.director.screen.get_rect().midleft[0] + 230, self.director.screen.get_rect().midleft[1] + 290))66        for btn in self.ability_buttons.values():67            btn.draw(self.director.screen)68        for btn in self.utility_buttons.values():69            btn.draw(self.director.screen)...Enemy.py
Source:Enemy.py  
...10        self.font = pygame.font.Font(None, 30)11        self.ship = self.font.render("o", True, self.color)12        self.speed = 5013        self.position = Position()14        self.position.Y = - self.ship.get_rect().height / 215        self.position.X = random.randint(16            self.ship.get_rect().width / 2,17            self.screen.get_rect().width - self.ship.get_rect().width18        )19        self.startTime = time.time()20        self.player = player21        self.shotTime = time.time()22    def draw(self):23        self.position.Y += self.speed * (time.time() - self.startTime)24        self.screen.blit(25            self.ship,26            (self.position.X - self.ship.get_rect().width / 2, self.position.Y - self.ship.get_rect().height / 2)27        )28        self.startTime = time.time()29    def pause(self):30        self.screen.blit(31            self.ship,32            (self.position.X - self.ship.get_rect().width / 2, self.position.Y - self.ship.get_rect().height / 2)33        )34        self.startTime = time.time()35    def check_valid(self):36        if self.position.Y >= self.screen.get_rect().height + self.ship.get_rect().height / 2:37            return False38        else:39            return True40    def check_crash(self, bullet):41        if bullet.position.Y <= self.position.Y + self.ship.get_rect().height / 2 + 3:42            if bullet.position.Y >= self.position.Y - self.ship.get_rect().height / 2 - 3:43                if bullet.position.X <= self.position.X + self.ship.get_rect().width / 2 + 3:44                    if bullet.position.X >= self.position.X - self.ship.get_rect().width / 2 - 3:45                        return True46        else:47            return False48    def will_shot(self):49        return self.player.get_position().X - 0.5 <= self.position.X <= self.player.get_position().X + 0.550    def is_crash_with_player(self):51        left = self.player.get_position().X - self.player.ship_width / 2 - self.ship.get_rect().width / 2 - 152        right = self.player.get_position().X + self.player.ship_width / 2 + self.ship.get_rect().width / 2 + 153        up = self.player.get_position().Y - self.player.ship_height / 2 - self.ship.get_rect().width / 2 - 154        down = self.player.get_position().Y + self.player.ship_height / 2 + self.ship.get_rect().height / 2 + 155        if left <= self.position.X <= right:56            if up <= self.position.Y <= down:57                return True58            else:59                return False60    def get_position(self):61        return self.position62    def is_permitted_to_shot(self):63        if time.time() - self.shotTime >= 1:64            self.shotTime = time.time()65            return True66        else:...Settings.py
Source:Settings.py  
...3    pygame.init()4    screen = pygame.display.get_surface()                                       5    screen = pygame.display.set_mode((800, 600), pygame.RESIZABLE)              6    level = pygame.image.load("background/back2.jpg").convert()                7    levelRect = level.get_rect(center=(400, 300))       8    myfont = pygame.font.Font("fonts/moonhouse.ttf", 60)                        9    myfonta = pygame.font.Font(None, 30)                        10    myfontd = pygame.font.Font(None, 30)                        11    myfonts = pygame.font.Font(None, 30)                        12    myfontj = pygame.font.Font(None, 30)                        13    winner = "How to play" 14    a = 'A - This key moves your player left'15    d = 'D - This key moves your player right'16    space = 'Spacebar - This key makes your character jump'17    j = 'J - This key makes your character shoot'18    label = myfont.render(winner, 1, (0, 255, 0))19    labela = myfonta.render(a, 1, (255, 255, 0))20    labeld = myfontd.render(d, 1, (255, 255, 0))21    labels = myfonts.render(space, 1, (255, 255, 0))22    labelj = myfontj.render(j, 1, (255, 255, 0))23    textpos = label.get_rect()                                                  24    textposa = labela.get_rect()                                                  25    textposd = labeld.get_rect()                                                  26    textposs = labels.get_rect()                                                  27    textposj = labelj.get_rect()                                                  28    textpos.centerx = level.get_rect().centerx 29    textposa.centerx = level.get_rect().centerx 30    textposd.centerx = level.get_rect().centerx 31    textposs.centerx = level.get_rect().centerx 32    textposj.centerx = level.get_rect().centerx 33    textposa.centery = 20034    textposd.centery = 25035    textposs.centery = 30036    textposj.centery = 35037    while 1:                                                                    38        for event in pygame.event.get():                                        39            if event.type == pygame.KEYDOWN:                                    40                keypressed = pygame.key.name(event.key)                         41                if keypressed == pygame.key.name(pygame.K_ESCAPE):              42                    Menu.main()                                                 43                    sys.exit(0)                                                 44        screen.blit(level, (0,0))     45        screen.blit(label, textpos)46        screen.blit(labela, textposa)...Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.
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