How to use get_rect method in Airtest

Best Python code snippet using Airtest

turn_state.py

Source:turn_state.py Github

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...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)...

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Enemy.py

Source:Enemy.py Github

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...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:...

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Settings.py

Source:Settings.py Github

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...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)...

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