def __init__(self): # auteur Gabriel Desmullier #initialisation de la partie self.level = 1 self.heroVivant = True print( "* ** *** ** ** ** *** * ** * ** *** *** * ** * ** * ** * * ** " ) print( " ASCII ADVENTURE /\ /\ / \ " ) print( " G / / \ /\ / \ " ) print( ",,_,__,__,,,-M0 ,,__,_,_,,,____,,,__,_,_/ / / \ " ) print( "***,**,**,*',',* * *,,,'''*,* **,* *'**'* **,* ** *'''** ** ,* **" ) nomHero = str(input("Quel est votre nom?\n")) while nomHero.upper( ) == "ROMAIN": #petite blague pour ceux qui voudraient appeller leur personnage Romain nomHero = str(input("Quel est votre nom?\n")) self.hero = ch.Hero(0, nomHero, 1, 1) print( "Votre mission " + self.hero.name + " sera de ramasser le plus de fleurs magiques * parmi les fleurs *.\nIl n'y a qu'une seule fleur magique par niveau. Trouvez cette fleur et vous changerez de niveau.\nPrenez garde! les monstre M sont nombreux.\nAllez rencontrer des marchands C pour ameliorer votre equipement.\nDeplacez vous avec z,q,s,d et accedez a votre inventaire avec a\nEntrez n'importe quoi pour commencer\n" ) commencer = str(input())
def __init__(self): self.tiles = 10 self.floor = Floor() self.wall = Wall() self.boss = character.Boss() self.skeleton = character.Skeleton() self.hero = character.Hero()
def __init__(self, screen, map): self.screen = screen self.monster_group = pygame.sprite.Group() self.hero_group = pygame.sprite.Group() self.map = map hero = character.Hero(self.screen, 4, 4, self.map) self.hero_group.add(hero) green_slime = character.Slime_Green(self.screen, 3, 3, self.map) self.monster_group.add(green_slime)
def __init__(self): self.map = map_of_game.Game_Map() self.view = View() self.hero = character.Hero() self.boss = character.Boss() self.skeltons = character.Skeleton() self.view.display_map(self.map.board) self.boss_position() self.skeletons_position() self.battle = Battle(self.hero, self.boss) self.input_event() self.view.display_hero_down(72 + self.hero.x_pos * self.view.size, 72 + self.hero.y_pos * self.view.size) self.view.root.mainloop()
def start(self): self.characters = dict() self.hero = character.Hero(4) self.cat = character.Tiger(self.n-1) self.state = State.HUNT self.active = True self.gamefield = self.get_game_field() self.turns_hidden = 0 self.characters["hero"] = self.hero self.characters["cat"] = self.cat self.header = "\n" self.header2 = "\n" self.state_dict = {State.HUNT: self.handle_state_HUNT, State.HIDE: self.handle_state_HIDE, State.VICTORY_HIDE: self.handle_state_VICTORY_HIDE, State.RUN: self.handle_state_RUN, State.DEAD: self.handle_state_DEAD, State.VICTORY_RUN: self.handle_state_VICTORY_RUN, State.GUN: self.handle_state_GUN, State.FEED: self.handle_state_FEED, State.WELLFED: self.handle_state_WELLFED, } self.handle_state_HUNT() self.update_game_field()
import character as c window = 0 half_w = 5.0 half_h = 3.0 half_d = 2.5 hero = c.Hero() villain = c.Villain() rain = [] c.pygame.mixer.init() c.pygame.init() def init_scene(width, height): # specify background colour of window after clearing of colour buffers RGBA c.glClearColor(0.0, 0.0, 0.0, 0.0) c.glClearDepth(1.0) # pixel drawn only if incoming depth value is less than stored depth value (for overlapping faces) c.glDepthFunc(c.GL_LESS) # enable depth test specified above c.glEnable(c.GL_DEPTH_TEST) c.glPolygonMode(c.GL_FRONT, c.GL_FILL) c.glPolygonMode(c.GL_BACK, c.GL_FILL) c.glShadeModel(c.GL_SMOOTH) # allows visualisation of variations in z coordinate with respect to viewing point c.glMatrixMode(c.GL_PROJECTION) c.glLoadIdentity() # 45 degree field view, aspect ratio, display range 0.1 to 100 c.gluPerspective(45.0, float(width) / float(height), 0.1, 100.0) # define in terms of world coordinates view used also
''' try: fd = sys.stdin.fileno() tty_settings = termios.tcgetattr(fd) tty.setraw(fd) key = sys.stdin.read(1) finally: termios.tcsetattr(fd, termios.TCSADRAIN, tty_settings) return key if __name__ == '__main__': # Initialize the first level mc = character.Hero("Max", 0, 0, 0, 0) levels = [] monsters = [] current = 0 res = make_level() levels.append(res[0]) monsters.append(res[1]) pos = find_staircase(levels[current], '<') curhp = maxhp = 10 while True:
import pygame import character pygame.init() white = (255, 255, 255) green = (0, 255, 0) blue = (0, 0, 128) X = 600 Y = 600 # characterSheet = __str__ method from class Hero *************************************** bob = character.Hero() characterSheet = bob.__str__() charList = characterSheet.split('\n') print(charList) display_surface = pygame.display.set_mode((X, Y)) pygame.display.set_caption('Show Text') font = pygame.font.Font('freesansbold.ttf', 32) def print2screen(charList): vartop = 0 for line in charList: text = font.render(line, True, blue, white) textRect = text.get_rect() textRect.top = vartop vartop += 40
#!/usr/bin/env python # In this simple RPG game, the hero fights the goblin. He has the options to: # 1. fight goblin # 2. do nothing - in which case the goblin will attack him anyway # 3. flee import character dude=character.Hero() bad_dude=character.Goblin() def main(): # hero_health = dude.health # hero_power = dude.power # goblin_health = bad_dude.health # goblin_power = bad_dude.power while bad_dude.health > 0 and dude.health > 0: print("You have {} health and {} power.".format(dude.health, dude.power)) print("The goblin has {} health and {} power.".format(bad_dude.health, bad_dude.power)) print() print("What do you want to do?") print("1. fight goblin") print("2. do nothing") print("3. flee") print("> ", end=' ') raw_input = input() if raw_input == "1":
# This module is responsible for managing the game, # controlling the win-loose logic and displaying the score import time import character as ch # Create characters instances needle = ch.Object(0, "Needle.png") ether = ch.Object(1, "Ether.png") plastic_tube = ch.Object(2, "Plastic_tube.png") guardian = ch.Enemy() macgyver = ch.Hero() class Game: """This class is responsible for launching the game, controlling the win-loose logic and displaying the score""" def __init__(self): """Defines game properties""" self.score = 0 def main(self): """Main function of the game that controls launching, playing, winning or loosing and quitting""" # Draw our Characters ch.st.SURFACE.blit(ether.image, ether.position) ch.st.SURFACE.blit(plastic_tube.image, plastic_tube.position) ch.st.SURFACE.blit(needle.image, needle.position) ch.st.SURFACE.blit(guardian.image, guardian.position) # Draw the maze on the screen
if levelname.startswith('_') == True and levelname.endswith( '__') == False: class_levels_list.append(getattr(levels, levelname)) return class_levels_list #create objects (cosmic forces) son = functions.Son() control = controller.Holy_Spirit() if len(sys.argv) > 1: if sys.argv[1] == 'test': control.auto = False battle = functions.Battle() #to delete compose_text = functions.Compose_dialog_tree(control, son) levels_list, levels_dict = levels_constructor( create_class_levels_list(dir(levels))) print('\n', levels_list, '\n\n', levels_dict, '\n') #create hero hero = character.Hero(10, 10, battle, control, compose_text, 6, 6, 6, 1, son, levels_list, levels_dict, test_arg) #start game main_loop()
self.control = control def main_loop(self): while True: self.control.control() if self.control.stage1_flag == True: if self.control.flag == 1: self.control.k_space = False self.control.flag = 0 self.stage1.stage_loop() if self.control.stage2_flag == True: if self.control.flag == 0: self.control.k_space = False self.control.flag = 1 self.stage2.stage_loop() pygame.display.update() camera = camera.Camera(camera_config, level_width, level_height) control = controller.Holy_Spirit() view = classes.View_text(control) hero = character.Hero(45, 45, control, view) stage1 = level1.Level(control, hero, lev1, camera) stage2 = level2.Level(control, hero, lev2) game = main(stage1, stage2, control) game.main_loop()