Employ linters

This commit is contained in:
Nguyễn Gia Phong 2020-09-19 11:12:54 +07:00
parent d97e1a1294
commit 12b798ac00
10 changed files with 172 additions and 51 deletions

109
.gitignore vendored
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@ -1,5 +1,104 @@
brutalmaze.egg-info
build
dist
__pycache__
*.pyc
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
# C extensions
*.so
# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST
# PyInstaller
# Usually these files are written by a python script from a template
# before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
.hypothesis/
.pytest_cache/
# Translations
*.mo
*.pot
# Django stuff:
*.log
local_settings.py
db.sqlite3
# Flask stuff:
instance/
.webassets-cache
# Scrapy stuff:
.scrapy
# Sphinx documentation
docs/_build/
# PyBuilder
target/
# Jupyter Notebook
.ipynb_checkpoints
# pyenv
.python-version
# celery beat schedule file
celerybeat-schedule
# SageMath parsed files
*.sage.py
# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/
# Spyder project settings
.spyderproject
.spyproject
# Rope project settings
.ropeproject
# mkdocs documentation
/site
# mypy
.mypy_cache/

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@ -19,15 +19,15 @@
__doc__ = 'Brutal Maze module for hero and enemy classes'
from collections import deque
from math import atan2, gcd, sin, pi
from math import atan2, gcd, pi, sin
from random import choice, randrange, shuffle
from sys import modules
from .constants import (
TANGO, HERO_HP, SFX_HEART, HEAL_SPEED, MIN_BEAT, ATTACK_SPEED, ENEMY,
ENEMY_SPEED, ENEMY_HP, SFX_SPAWN, SFX_SLASH_HERO, MIDDLE, WALL, FIRANGE,
AROUND_HERO, ADJACENTS, EMPTY, SQRT2, ENEMIES)
from .misc import sign, randsign, regpoly, fill_aapolygon, play
from .constants import (ADJACENTS, AROUND_HERO, ATTACK_SPEED, EMPTY,
ENEMIES, ENEMY, ENEMY_HP, ENEMY_SPEED, FIRANGE,
HEAL_SPEED, HERO_HP, MIDDLE, MIN_BEAT, SFX_HEART,
SFX_SLASH_HERO, SFX_SPAWN, SQRT2, TANGO, WALL)
from .misc import fill_aapolygon, play, randsign, regpoly, sign
from .weapons import Bullet
@ -273,7 +273,7 @@ class Enemy:
if self.spin_queue and wound: self.maze.hit_hero(wound, self.color)
return wound
def get_angle(self, reversed=False):
def get_angle(self):
"""Return the angle of the vector whose initial point is
the center of the screen and terminal point is the center of
the enemy.
@ -347,12 +347,12 @@ class Chameleon(Enemy):
visible (float): time until the Chameleon is visible (in ms)
"""
def __init__(self, maze, x, y):
Enemy.__init__(self, maze, x, y, 'Chameleon')
super().__init__(maze, x, y, 'Chameleon')
self.visible = 0.0
def wake(self):
"""Wake the Chameleon up if it can see the hero."""
if Enemy.wake(self) is True:
if super().wake() is True:
self.visible = 1000 / ENEMY_SPEED
def isunnoticeable(self, x=None, y=None):
@ -361,25 +361,25 @@ class Chameleon(Enemy):
Only search within column x and row y if these coordinates
are provided.
"""
return (Enemy.isunnoticeable(self, x, y)
return (super().isunnoticeable(x, y)
or self.visible <= 0 and not self.spin_queue
and self.maze.next_move <= 0)
def update(self):
"""Update the Chameleon."""
Enemy.update(self)
super().update()
if self.awake: self.visible -= 1000 / self.maze.fps
def hit(self, wound):
"""Handle the Chameleon when it's attacked."""
self.visible = 1000.0 / ENEMY_SPEED
Enemy.hit(self, wound)
super().hit(wound)
class Plum(Enemy):
"""Object representing an enemy of Plum."""
def __init__(self, maze, x, y):
Enemy.__init__(self, maze, x, y, 'Plum')
super().__init__(maze, x, y, 'Plum')
def clone(self, other):
"""Turn the other enemy into a clone of this Plum and return
@ -396,18 +396,18 @@ class Plum(Enemy):
class ScarletRed(Enemy):
"""Object representing an enemy of Scarlet Red."""
def __init__(self, maze, x, y):
Enemy.__init__(self, maze, x, y, 'ScarletRed')
super().__init__(maze, x, y, 'ScarletRed')
def fire(self):
"""Scarlet Red doesn't shoot."""
return False
def move(self):
return Enemy.move(self, ENEMY_SPEED * SQRT2)
return super().move(self, ENEMY_SPEED * SQRT2)
def slash(self):
"""Handle the Scarlet Red's close-range attack."""
self.wound -= Enemy.slash(self)
self.wound -= super().slash()
if self.wound < 0: self.wound = 0.0

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@ -16,28 +16,28 @@
# You should have received a copy of the GNU Affero General Public License
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
__version__ = '0.9.3'
__version__ = '0.9.4'
import re
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
from configparser import ConfigParser
from contextlib import redirect_stdout
from io import StringIO
from math import atan2, radians, pi
from math import atan2, pi, radians
from os.path import join as pathjoin, pathsep
from socket import socket, SOL_SOCKET, SO_REUSEADDR
from socket import SO_REUSEADDR, SOL_SOCKET, socket
from sys import stdout
from threading import Thread
with redirect_stdout(StringIO()): import pygame
from appdirs import AppDirs
from palace import Context, Device, free, use_context
from pygame import KEYDOWN, MOUSEBUTTONUP, QUIT, VIDEORESIZE
from pygame.time import Clock, get_ticks
from palace import free, use_context, Device, Context
from appdirs import AppDirs
from .constants import SETTINGS, ICON, SFX, SFX_NOISE, HERO_SPEED, MIDDLE
from .constants import HERO_SPEED, ICON, MIDDLE, SETTINGS, SFX, SFX_NOISE
from .maze import Maze
from .misc import sign, deg, join, play
from .misc import deg, join, play, sign
class ConfigReader:
@ -277,8 +277,8 @@ class Game:
connection.send(data)
try:
buf = connection.recv(7)
except: # client is closed or timed out
break
except: # noqa
break # client is closed or timed out
if not buf: break
try:
move, angle, attack = map(int, buf.decode().split())

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@ -18,23 +18,23 @@
__doc__ = 'Brutal Maze module for the maze class'
from collections import defaultdict, deque
import json
from math import pi, log
from collections import defaultdict, deque
from math import log, pi
from os import path
from random import choice, sample
import pygame
from .characters import Hero, new_enemy
from .constants import (
EMPTY, WALL, HERO, ENEMY, ROAD_WIDTH, WALL_WIDTH, CELL_WIDTH, CELL_NODES,
MAZE_SIZE, MIDDLE, INIT_SCORE, ENEMIES, SQRT2, SFX_SPAWN, SFX_MISSED,
SFX_SLASH_ENEMY, SFX_LOSE, ADJACENTS, TANGO_VALUES, BG_COLOR, FG_COLOR,
COLORS, HERO_HP, ENEMY_HP, ATTACK_SPEED, MAX_WOUND, HERO_SPEED,
BULLET_LIFETIME, JSON_SEPARATORS)
from .misc import (
sign, deg, around, regpoly, fill_aapolygon, play, json_rec)
from .constants import (ADJACENTS, ATTACK_SPEED, BG_COLOR,
BULLET_LIFETIME, CELL_NODES, CELL_WIDTH, COLORS,
EMPTY, ENEMIES, ENEMY, ENEMY_HP, FG_COLOR, HERO,
HERO_HP, HERO_SPEED, INIT_SCORE, JSON_SEPARATORS,
MAX_WOUND, MAZE_SIZE, MIDDLE, ROAD_WIDTH,
SFX_LOSE, SFX_MISSED, SFX_SLASH_ENEMY, SFX_SPAWN,
SQRT2, TANGO_VALUES, WALL, WALL_WIDTH)
from .misc import around, deg, fill_aapolygon, json_rec, play, regpoly, sign
from .weapons import LockOn

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@ -20,13 +20,13 @@ __doc__ = 'Brutal Maze module for miscellaneous functions'
from datetime import datetime
from itertools import chain
from math import degrees, cos, sin, pi
from math import cos, degrees, pi, sin
from os import path
from random import shuffle
import pygame
from pygame.gfxdraw import filled_polygon, aapolygon
from palace import Buffer, Source
from pygame.gfxdraw import aapolygon, filled_polygon
from .constants import ADJACENTS, CORNERS, MIDDLE

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@ -20,9 +20,9 @@ __doc__ = 'Brutal Maze module for weapon classes'
from math import cos, sin
from .constants import (BULLET_LIFETIME, SFX_SHOT_ENEMY, SFX_SHOT_HERO,
BULLET_SPEED, ENEMY_HP, TANGO, BG_COLOR)
from .misc import regpoly, fill_aapolygon
from .constants import (BG_COLOR, BULLET_LIFETIME, BULLET_SPEED,
ENEMY_HP, SFX_SHOT_ENEMY, SFX_SHOT_HERO, TANGO)
from .misc import fill_aapolygon, regpoly
class Bullet:

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@ -1,6 +1,6 @@
#!/usr/bin/env python3
from contextlib import closing, suppress
from math import inf, atan2, degrees
from math import atan2, degrees, inf
from random import randrange, shuffle
from socket import socket
@ -9,9 +9,9 @@ AROUND = [5, 2, 1, 0, 3, 6, 7, 8]
def get_moves(y, x):
"""Return tuple of encoded moves."""
return ((y - 1, x - 1), (y - 1, x), (y - 1, x + 1),
(y, x - 1), (y, x), (y, x + 1),
(y + 1, x - 1), (y + 1, x), (y + 1, x + 1))
return ((y - 1, x - 1), (y - 1, x), (y - 1, x + 1), # noqa
(y, x - 1), (y, x), (y, x + 1), # noqa
(y + 1, x - 1), (y + 1, x), (y + 1, x + 1)) # noqa
def is_wall(maze, y, x):

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@ -2,6 +2,7 @@
<html>
<meta charset='utf-8'>
<title>Brutal Maze record player</title>
<link rel='icon' type='image/png' href='_static/favicon.ico'>
<link rel='stylesheet' type='text/css' href='_static/recplayer.css'>
<script src='_static/brutalma.js'></script>

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@ -18,11 +18,11 @@
# -- Project information -----------------------------------------------------
project = 'Brutal Maze'
copyright = '2017-2020, Nguyễn Gia Phong'
copyright = '2017-2020, Nguyễn Gia Phong' # noqa
author = 'Nguyễn Gia Phong'
# The full version, including alpha/beta/rc tags
release = '0.9.3'
release = '0.9.4'
# -- General configuration ---------------------------------------------------

21
tox.ini Normal file
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@ -0,0 +1,21 @@
[tox]
envlist = py
minversion = 3.3
isolated_build = True
[testenv]
deps =
flake8-builtins
isort
commands =
flake8
isort . --check --diff
[flake8]
hang-closing = True
ignore = E129, E226, E228, E701, E704, W503
exclude = .git,__pycache__,.tox,__init__.py
[isort]
balanced_wrapping = True
combine_as_imports = True