Files
ds4.1-flipper/probe.py
T
georgios db49b466c2 Cosmic Candy Pinball: procedural 8-bit pinball game
Native pygame-ce game with fully procedural pixel art and chiptune
audio (no asset files). Pure-logic physics module with flipper angular
momentum, plus headless autoplay/screenshot/probe dev tools.
2026-09-09 16:18:39 +02:00

87 lines
3.2 KiB
Python

"""Pixel-probe the rendered frames for layout sanity (since art can't be
viewed directly in this session)."""
import os
os.environ.setdefault("SDL_VIDEODRIVER", "dummy")
os.environ.setdefault("SDL_AUDIODRIVER", "dummy")
import pygame # noqa: E402
from game import Game, C # noqa: E402
from physics import CV_W, CV_H # noqa: E402
def count_px(surf, rect, pred):
n = 0
for y in range(rect[1], rect[1] + rect[3]):
for x in range(rect[0], rect[0] + rect[2]):
px = surf.get_at((x, y))
if pred(px):
n += 1
return n
def near(c, t, tol=60):
return abs(c[0] - t[0]) <= tol and abs(c[1] - t[1]) <= tol and abs(c[2] - t[2]) <= tol
def main():
g = Game()
g.state = "play"
g.new_game()
g.score = 123456
g.lives = 3
for st in g.table.stars:
st["lit"] = True
g.table.ball_live = True
g.pending = "live"
g.table.ball.x, g.table.ball.y = 240, 300
g.table.ball.vx, g.table.ball.vy = 0, 3
for _ in range(3):
g.update()
g.render()
s = g.canvas
checks = []
# HUD white score digits around (14..100, 13..26)
checks.append(("HUD score digits", count_px(s, (14, 13, 110, 15),
lambda p: near(p, (255, 255, 255), 40)) > 25))
# HUD gold BEST digits near (170..300, 13..26)
checks.append(("HUD gold best", count_px(s, (170, 13, 150, 15),
lambda p: near(p, C["gold"], 55)) > 10))
# hearts red at (336..390, 14..30)
checks.append(("hearts", count_px(s, (336, 12, 60, 22),
lambda p: near(p, C["heart"], 50)) > 20))
# three gold stars in HUD at (52..112, 30..44)
checks.append(("HUD stars lit", count_px(s, (44, 28, 90, 18),
lambda p: near(p, C["gold"], 55)) > 15))
# playfield interior present (not black)
checks.append(("field fill", near(s.get_at((240, 100)), C["field"], 70)))
# pink rail present on left edge inside play area
rail_ok = count_px(s, (14, 70, 12, 20), lambda p: near(p, C["rail"], 60)) > 10
checks.append(("left rail pink", rail_ok))
# bumper pink at (150,180)
checks.append(("bumper pink", near(s.get_at((150, 178)), C["pink"], 55)))
# bumper lemon at (240,240)
checks.append(("bumper lemon", near(s.get_at((240, 238)), C["lemon"], 55)))
# pit dark center at (240, 352)
checks.append(("pit center", near(s.get_at((240, 353)), C["pit"], 30)))
# flipper blue present around (240, 320)
checks.append(("flipper blue", count_px(s, (100, 300, 280, 45),
lambda p: near(p, C["flipper"], 55)) > 30))
# cannon purple body at (440,152)
checks.append(("cannon", near(s.get_at((440, 152)), (150, 100, 220), 70)))
# ball near (240,300) is white-ish
checks.append(("ball", count_px(s, (230, 290, 20, 20),
lambda p: near(p, (245, 250, 255), 40)) > 5))
ok = True
for name, passed in checks:
print(("%s %s" % ("PASS" if passed else "FAIL", name)))
ok = ok and passed
pygame.image.save(s, "probe_play.png")
pygame.quit()
return 0 if ok else 1
if __name__ == "__main__":
raise SystemExit(main())