Beispiel #1
0
    def create_enemy(is_new, pos):
        game = Game.instance
        if (is_new):
            wall = randint(0, 3)
            offset = uniform(
                0, game.window_size[wall % 2])  #- self.source_size[wall%2])
            if (wall == 0):
                pos[0] += offset
            if (wall == 1):
                pos[0] += game.window_size[0]  #-self.source_size[0]
                pos[1] += offset
            if (wall == 2):
                pos[0] += offset
                pos[1] += game.window_size[1]  #-self.source_size[1]
            if (wall == 3):
                pos[1] += offset

        scale = uniform(0.5, 3)
        game.enemies.append(Enemy(scale, pos))
Beispiel #2
0
from classes.enemy import Enemy

enemy = Enemy(200, 400)
print(enemy.get_atkh())
'''''
import random

playerhp = 200
enmyatkl = 50
enmyatkh = 80

while playerhp > 0:

    dmg = random.randrange(enmyatkl, enmyatkh)
    playerhp = playerhp - dmg

    if playerhp <= 20:
        playerhp = 20

    print('you have been hit by HP amounting to', dmg, 'your reduced hp is', playerhp)

    if playerhp == 20:
        print("you have been knocked out and last damage was", dmg)
        break
'''''

from classes.enemy import Enemy

enemy = Enemy(200,54)

print(enemy.get_hp())
Beispiel #4
0
from classes.enemy import Enemy


enemy = Enemy(200, 60)
print(enemy.get_hp())
Beispiel #5
0
import random
from classes.enemy import Enemy

enemy1 = Enemy(200, 60)
print('Hp: ', enemy1.get_hp())

enemy2 = Enemy(75, 90)
'''
playerhp = 260
ennemyatkl = 60
ennemyatkh = 80

while playerhp > 0:
    dmg = random.randrange( ennemyatkl, ennemyatkh)
    playerhp -= dmg

    if playerhp <= 30:
        playerhp = 30

    print('Ennemy strikes for',dmg,'points of damage. Current HP is ', playerhp)

    if playerhp > 30:
        continue

    print("You have low health. You've been teleported to the nearest inn")
    break
'''
Beispiel #6
0
while play_again:
    powerup_timer = time.time()
    variables.scores = 0
    variables.lives = 3
    variables.all_sprites = pygame.sprite.Group()
    variables.bullets = pygame.sprite.Group()
    variables.enemies = pygame.sprite.Group()
    variables.lives_group = pygame.sprite.Group()
    lives_list = []
    for i in range(3):
        live = Live(10 + i * 50, 10)
        lives_list.append(live)
        lives_group.add(live)
    player = Player()
    for i in range(1):
        m = Enemy()
        enemies.add(m)
        all_sprites.add(m)
    all_sprites.add(player)
    while running:
        new_powerup_timer = time.time()
        if new_powerup_timer - powerup_timer >= 5:
            power_up = PowerUp()
            powerup_group.add(power_up)
            all_sprites.add(power_up)
            powerup_timer = new_powerup_timer
        new_time = time.time()
        if new_time - old_time > 1:
            old_time = new_time
            m = Enemy()
            enemies.add(m)
Beispiel #7
0
from classes.enemy import Enemy


enemy = Enemy(200, 60)
print("HP :", enemy.get_hp())
Beispiel #8
0
 def __init__(self):
     self.gameName = "Dungeons & Pythons"
     self._image_library = {}
     self.screen = pygame.display.set_mode((900, 750))
     self.gameOver = False
     self.clock = pygame.time.Clock()
     self.roundNumber = 0
     self.player = Player(100, "Hero", 25, 50, 125, "assets/player/player.png")
     self.boss = Enemy(100, "The BOSS: Dragon", 20, 550, 100, "assets/monsters/boss.png", 300, 200)
     self.enemies = [Enemy(50, "Cloud ashes", 10, 550, 100, "assets/monsters/ashesSnake.png", 50, 10),
                     Enemy(50, "Yaretzi", 15, 550, 100, "assets/monsters/aztecaSnake.png", 50, 15),
                     Enemy(40, "Konoha", 7, 550, 100, "assets/monsters/fireFairy.png", 40, 10),
                     Enemy(35, "Fire spliter", 10, 550, 100, "assets/monsters/fireLizard.png", 35, 10),
                     Enemy(40, "Duchy", 7, 550, 100, "assets/monsters/groundFairy.png", 40, 10),
                     Enemy(45, "Medusa's daughter", 13, 550, 100, "assets/monsters/groundSnake.png", 45, 13),
                     Enemy(40, "Imperial", 12, 550, 100, "assets/monsters/imperialBird.png", 40, 12),
                     Enemy(35, "Scissors", 9, 550, 100, "assets/monsters/scorpio.png", 35, 10),
                     Enemy(20, "Awesome bats", 8, 550, 100, "assets/monsters/triBats.png", 20, 10),
                     Enemy(45, "Hydra", 14, 550, 100, "assets/monsters/triHead.png", 45, 14),
                     Enemy(25, "The python brothers", 5, 550, 100, "assets/monsters/triSnakes.png", 25, 10),
                     Enemy(40, "Amega", 7, 550, 100, "assets/monsters/waterFairy.png", 40, 7)]
     self.currentEnemy = self.getRandomRegularEnemy()
     self.actionSelected = False
     self.arrowMenuPosition = Position.TOPLEFT
Beispiel #9
0
def make_enemies():
    """"Function for make all enemies on map game."""

    enemy1 = Enemy('images/enemy.png', 2600, 50)
    enemy2 = Enemy('images/enemy.png', 3020, 100)
    enemy3 = Enemy('images/enemy.png', 5940, 30)
    enemy4 = Enemy('images/enemy.png', 7040, 30)
    enemy5 = Enemy('images/enemy.png', 7840, 10)
    enemy6 = Enemy('images/enemy.png', 8730, 10)
    enemy7 = Enemy('images/enemy.png', 10450, 150)
    enemy8 = Enemy('images/enemy.png', 4000, 20)
    enemy9 = Enemy('images/enemy.png', 4710, 20)
    enemy10 = Enemy('images/enemy.png', 8130, 80)
    ENEMY_GROUP.add(enemy1)
    ENEMY_GROUP.add(enemy2)
    ENEMY_GROUP.add(enemy3)
    ENEMY_GROUP.add(enemy4)
    ENEMY_GROUP.add(enemy5)
    ENEMY_GROUP.add(enemy6)
    ENEMY_GROUP.add(enemy7)
    ENEMY_GROUP.add(enemy8)
    ENEMY_GROUP.add(enemy9)
    ENEMY_GROUP.add(enemy10)
    enemy11 = Enemy('images/enemy.png', 6600, 30)
    ENEMY_GROUP.add(enemy11)
    enemy12 = Enemy('images/enemy.png', 7500, 40)
    ENEMY_GROUP.add(enemy12)
    enemy13 = Enemy('images/enemy.png', 2000, 20)
    ENEMY_GROUP.add(enemy13)
    enemy14 = Enemy('images/enemy.png', 9000, 80)
    ENEMY_GROUP.add(enemy14)
    enemy15 = Enemy('images/enemy.png', 10000, 30)
    ENEMY_GROUP.add(enemy15)
    enemy16 = Enemy('images/enemy.png', 11500, 10)
    ENEMY_GROUP.add(enemy16)
    enemy18 = Enemy('images/enemy.png', 12070, 40)
    ENEMY_GROUP.add(enemy18)
Beispiel #10
0
def main():
    run = True
    lost = False
    lives = 5
    level = 0
    lostCount = 0

    bulletSpeed = 4

    enemyVel = 1
    enemies = []
    waveLenght = 5

    playerVel = 5

    # SET UP PLAYER COORDS
    player = Player(375, 630)

    clock = pygame.time.Clock()

    def redrawWindow():
        screen.blit(config.BG, (0, 0))
        # TEXTs
        livesLabel = config.mainFont.render(f"Lives: {lives}", 1,
                                            (255, 255, 255))
        levelLabel = config.mainFont.render(f"Level: {level}", 1,
                                            (255, 255, 255))
        # Draw lives left
        screen.blit(livesLabel, (10, 10))
        # Draw score
        screen.blit(levelLabel,
                    (config.WIDTH - levelLabel.get_width() - 10, 10))

        # draw enemies
        for enemy in enemies:
            enemy.draw(screen)
        # draw player
        player.draw(screen)

        if lost:
            lostLabel = config.lostFont.render("You Lost!!!", 1, (255, 0, 0))
            screen.blit(lostLabel, (config.WIDTH / 2, 350))
        # update window
        pygame.display.update()

    # MainLoop
    while run:
        clock.tick(config.FPS)
        redrawWindow()

        if lives <= 0 or player.health <= 0:
            lost = True
            lostCount += 1

        if lost:
            if lostCount > config.FPS * 5:
                run = False
            else:
                continue

        if len(enemies) == 0:
            level += 1
            waveLenght += 5

            for i in range(waveLenght):
                enemy = Enemy(random.randrange(50, config.WIDTH - 100),
                              random.randrange(-1500, -100),
                              secrets.choice(config.enemyColor))
                enemies.append(enemy)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        # it will recognize more than 1 action
        keys = pygame.key.get_pressed()
        if (keys[pygame.K_a]
                or keys[pygame.K_LEFT]) and player.x + playerVel > 0:
            player.x -= playerVel
        if (keys[pygame.K_d] or keys[pygame.K_RIGHT]
            ) and player.x + playerVel + player.getWidth() < config.WIDTH:
            player.x += playerVel
        if (keys[pygame.K_w]
                or keys[pygame.K_UP]) and player.y - playerVel > 0:
            player.y -= playerVel
        if (
                keys[pygame.K_s] or keys[pygame.K_DOWN]
        ) and player.y + playerVel + player.getHeight() + 15 < config.HEIGHT:
            player.y += playerVel
        if keys[pygame.K_SPACE]:
            player.shoot()

        for enemy in enemies[:]:
            enemy.move(enemyVel)
            enemy.moveBullets(bulletSpeed, player)

            # SZANSA ZE STRZELI
            if random.randrange(0, 4 * config.FPS) == 1:
                enemy.shoot()

            # SPRAWDZA CZY TRAFILO GRACZA
            if config.collide(enemy, player):
                player.health -= 10
                enemies.remove(enemy)

            # JESLI INVADER PRZEJDZIE PRZEZ CALA WYSOKOSC OKNA TO GRACZ TRACI ZYCIE
            elif enemy.y + enemy.getHeight() > config.HEIGHT:
                lives -= 1
                enemies.remove(enemy)

        player.moveBullets(bulletSpeed, enemies)
Beispiel #11
0
 def create_enemies(self):
     # Add enemies to the list
     for _i in range(self.MAX_ENEMIES):
         self.enemies.append(Enemy())
Beispiel #12
0
    def run_game(self):
        """ Main game loop
            Main game loop of EX-54. Draws the background, main ship, checks collisions, etc.
            """
        fps_clock = pygame.time.Clock()
        # Create player ship and enemy
        main_ship = SpaceShip(pygame.image.load("images\spaceship.png"), 100, 100)
        cannon = Enemy(pygame.image.load("images\cannon.gif"))
        explosion_img = SpriteSheet('images\explosion.png')
        # Start music
        pygame.mixer.music.load('sounds\music.ogg')
        pygame.mixer.music.play()
        # Set variables
        enemy_munitions = []
        enemy_hits = []
        difficulty = constants.selected_difficulty
        distance = 0
        font = pygame.font.SysFont('Calibri', 20, True, False)
        distance_text = font.render("Distance", True, constants.WHITE)

        while True:
            weapon_cnt = 0
            if distance > constants.goal:
                self.ending(main_ship, cannon, explosion_img, fps_clock)
                menu(self.surface, str(self.score))
                health = main_ship.health
                main_ship = SpaceShip(pygame.image.load("images\spaceship.png"), 100, 100, health)
                cannon.reset()
                enemy_munitions = []
                distance = 0

            for event in pygame.event.get():
                vy = 0
                vx = 0
                pressed = pygame.key.get_pressed()
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()
                if pressed[K_w] or pressed[K_UP]:
                    vy -= 5
                elif pressed[K_s] or pressed[K_DOWN]:
                    vy += 5
                elif pressed[K_a] or pressed[K_LEFT]:
                    vx -= 5
                elif pressed[K_d] or pressed[K_RIGHT]:
                    vx += 5
                elif pressed[K_SPACE]:
                    menu(self.surface, str(self.score))

    # Generate randomized missiles

            if random.randint(0, difficulty) == 1:
                if not len(enemy_munitions) > 19:
                    enemy_boom = Weapon(constants.window_w, random_loc(constants.window_h), constants.enemy_missile_img,
                                        'enemy')
                    enemy_munitions.append(enemy_boom)
                    enemy_hits.append(enemy_boom)

    # Check for hits and update health

            if len(enemy_munitions) > 1:
                ship_hit_list = pygame.sprite.spritecollide(main_ship, enemy_hits, False)
                if len(ship_hit_list) > 0:
                    for weapon in ship_hit_list:
                        if not weapon.exploded:
                            weapon.exploded = True
                            weapon.explode(explosion_img)
                            main_ship.health -= 10
                    if main_ship.health <= 0:
                        main_ship.explode(explosion_img)
                        menu(self.surface, str(self.score))
                        main_ship = SpaceShip(pygame.image.load("images\spaceship.png"), 100, 100)
                        enemy_munitions = []
                        distance = 0
                        self.score = 0

    # Redraw all relevant elements

            main_ship.move(self.surface, vy, vx)
            move_bg(self.main_bg, self.surface)

            for weapon in enemy_munitions:
                weapon.fall()
                weapon.draw(self.surface, explosion_img)
                if weapon.exploded:
                    enemy_munitions.pop(weapon_cnt)
                weapon_cnt += 1

            main_ship.draw(self.surface)
            cannon.draw(self.surface)

            text = font.render("Health: " + str(main_ship.health) + "/ 100", True, constants.WHITE)
            self.surface.blit(text, [200, 10])
            self.surface.blit(distance_text, (10, 10))
            draw_distance(self.surface, distance, constants.goal)

    # Update Screen and increase the distance / score
            pygame.display.update()
            fps_clock.tick(constants.fps)
            self.score += 10
            distance += 1
from classes.enemy import Enemy         #imports the class 'Enemy' from the file 'enemy.py' in the directory 'classes'
                                        #because we imported the class 'Enemy' it can do be called out in this script

enemy = Enemy(200,60)                   #creates an object from the class of Enemy with 200hp and 60mp
print(enemy.get_hp())                   #prints out the hp
print(enemy.get_mp())                   #prints out the mp

'''
option 2
class Enemy:   #a class is a blueprint
    hp = 200   #now all enemys have 200hp

    def __init__(self, atklow, atkhigh):   #creates init function to input low and high attacks
        self.atklow = atklow
        self.atkhigh = atkhigh


    def getAtk(self):                    #function within a class will put 'self' as its parameter
        print("atk is", self.atklow)

    def getHP(self):
        print("HP is", self.hp)


enemy1 = Enemy(40, 49)                        #asign 'enemy1' as type of the class Enemy
enemy1.getAtk()                               #calls out the getAtk function
enemy1.getHP()                                #call out the getHP function

enemy2 = Enemy(75, 90)                        #repeat for 'enemy2'
enemy2.getAtk()
enemy2.getHP()
def main():
    run = True
    FPS = 60
    level = 0
    boss_spawned = False
    lives = 5
    main_font = pygame.font.SysFont("comicsans", 50)
    stats_font = pygame.font.SysFont("comicsans", 30)
    lost_font = pygame.font.SysFont("comicsans", 60)

    player_items = []
    dropped_items = []

    enemies = []
    dificulty = 4
    wave_length = dificulty
    enemy_vel = 1
    level_to_boss = 4

    killed_bosses = 0

    player_vel = 5
    laser_vel = 5

    player = Player(300, 630)
    player_damage = player.damage

    clock = pygame.time.Clock()

    lost = False
    lost_count = 0

    won = False

    def redraw_window():
        nonlocal player_vel
        nonlocal player_damage

        WIN.blit(BG, (0, 0))

        # draw text
        lives_label = main_font.render(f"Lives: {lives}", 1, (255, 255, 255))
        level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255))
        speed_label = stats_font.render(f"Speed: {player_vel-4}", 1,
                                        (255, 255, 255))
        damage_label = stats_font.render(f"Damage: {player_damage}", 1,
                                         (255, 255, 255))

        WIN.blit(lives_label, (10, 10))  # Displaying lives
        WIN.blit(
            level_label,
            (WIDTH - level_label.get_width() - 10, 10))  # Displaying level
        WIN.blit(damage_label,
                 (WIDTH - level_label.get_width() + 10, HEIGHT -
                  speed_label.get_height()))  # Displaying player damage
        WIN.blit(speed_label,
                 (WIDTH - speed_label.get_width() - 10, HEIGHT -
                  speed_label.get_height() * 2))  # Displaying player speed

        for item in player_items:
            item.draw(WIN)

        for item in dropped_items:
            item.draw(WIN)

            if collide(item, player):
                dropped_items.remove(item)
                item.y = HEIGHT - item.img.get_height() / 2 - len(
                    player_items) * 40 - 5
                item.x = 3

                if item.bonus != 'damage':
                    item.width, item.height = 70, 70
                else:
                    item.width, item.height = 90, 90

                if item.bonus == 'speed':
                    player_vel += 1
                elif item.bonus == 'damage':
                    player_damage += 5

                player_items.append(item)

        for enemy in enemies:  # Drawing all enemies
            if enemy.health > 0 and enemy.type != 'boss':
                enemy.draw(WIN)
                enemy.healthbar(WIN)
            elif enemy.type == 'boss':
                enemy.draw(WIN)
            else:
                enemies.remove(enemy)

        player.draw(WIN)  # Drawig player
        player.damage = player_damage

        if lost:  # If layer lost
            lost_label = lost_font.render("You Lost!", 1, (255, 255, 255))
            WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))

        if won:  # If plyer won
            won_label = lost_font.render("You Won!", 1, (255, 255, 255))
            WIN.blit(won_label, (WIDTH / 2 - won_label.get_width() / 2, 350))
            player.final_scene()

        pygame.display.update()

    while run:
        clock.tick(FPS)
        redraw_window()

        if lives <= 0 or player.health <= 0:  # That means that player lost
            lost = True
            lost_count += 1

        if killed_bosses == 3:  # That means that player won
            won = True
            lost_count += 1

        if lost:
            if lost_count > FPS * 3:
                run = False
            else:
                continue

        if won:
            if player.final_off_screen:
                run = False

        if len(
                enemies
        ) == 0 and level < level_to_boss and not boss_spawned and not won:  # If player killed all enemies
            level += 1
            wave_length += int(wave_length / 2)
            for i in range(wave_length):  # Adding new enemies
                enemy = Enemy(random.randrange(50, WIDTH - 100),
                              random.randrange(-1300, -100),
                              random.choice(["red", "blue", "green"]),
                              10 + level * 4)
                enemies.append(enemy)
        elif level == level_to_boss and not boss_spawned:  # If it is the boss level
            enemies = []  # Removing all enemies
            enemies.append(
                Boss(WIDTH / 2 - 130, -350, killed_bosses,
                     500 * (killed_bosses + 1)))  # Spawning boss
            boss_spawned = True

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                break

        keys = pygame.key.get_pressed()
        if keys[pygame.K_a] and player.x - player_vel > 0 and not won:  # left
            player.x -= player_vel
        if keys[pygame.K_d] and player.x + player_vel + player.get_width(
        ) < WIDTH and not won:  # right
            player.x += player_vel
        if keys[pygame.K_w] and player.y - player_vel > 0 and not won:  # up
            player.y -= player_vel
        if keys[pygame.K_s] and player.y + player_vel + player.get_height(
        ) + 15 < HEIGHT and not won:  # down
            player.y += player_vel
        if keys[pygame.K_SPACE] and not won:  # shoot
            player.shoot()

        for enemy in enemies[:]:
            enemy.move(enemy_vel)

            enemy.move_lasers(laser_vel, player)

            if random.randrange(0, 4 * 60) == 1 and enemy.health > 0:
                enemy.shoot()

            if collide(enemy, player):  # If enemy colliding with player
                if enemy.type == 'boss':
                    player.health -= 0.3
                else:
                    player.health -= 10
                    enemies.remove(enemy)
            elif enemy.y + enemy.get_height() > HEIGHT and enemy.type != 'boss':
                lives -= 1
                enemies.remove(enemy)
            elif enemy.type == 'boss' and enemy.killed:
                enemies = []
                if killed_bosses < 2:
                    new_item = Item(enemy.x, enemy.y, killed_bosses)
                    dropped_items.append(new_item)
                    boss_spawned = False
                    level_to_boss += dificulty
                killed_bosses += 1

        player.move_lasers(-laser_vel, enemies)
Beispiel #15
0
import random
from classes.enemy import Enemy

enemy = Enemy(200, 60, 45, 50)
print("Enemy HP is {enemyhp}".format(enemyhp=enemy.printHp()))

playerhp = 260
while playerhp > 0:
    dmg = random.randrange(enemy.atkl, enemy.atkh)
    playerhp -= dmg

    playerhp = 30 if playerhp <= 30 else playerhp

    print("Enemy has dealt {dmg} points of damage."
          "Current HP is {currhp}.".format(dmg=dmg, currhp=playerhp))

    if playerhp == 30:
        print(
            "Your health is critically low. You've been teleported to a safe location."
        )
        break
Beispiel #16
0
max_potion = items('Max Potion', 'potion', 'Heals 150HP', 150, 1)
elixir = items('Elixir', 'elixir', 'Restore 35HP/35MP', 35, 2)
# offensive items
grenade = items('Grenade', 'attack', 'Deals 125 damage', 125, 2)
molotov = items('Molotov', 'attack', 'Deals 100 damage', 100, 2)

# creating list for spells and items
spell_list = [fireblast, thunderbolt, blizzard, quake, poison, heal, superheal]
items_list = [potion, max_potion, elixir, grenade, molotov]

# get players name
player1_name = input('Enter Player1\'s Name: ')
player2_name = input('Enter Player2\'s Name: ')

# initializing players and enemy
player_1 = Enemy(player1_name, 550, 100, 50, 15, spell_list, items_list)
player_2 = Enemy(player2_name, 550, 100, 50, 15, spell_list, items_list)
enemy1 = Enemy('Ultra Beast', 550, 200, 70, 30, [], [])

flag = True
print(bc.WARNING + bc.BOLD + "A WILD BEAST APPEARS" + bc.ENDC)
count = 0
players = [player_1, player_2]

# Game
while flag:
    print('---------------')
    for player1 in players:
        player1.choose_action()
        print(bc.FAIL + 'What will ' + player1.name + ' do?? ' + bc.ENDC)
        player_choice = int(input())-1
from classes.enemy import Enemy

enemy = Enemy(20, 30)
print("HP Enemy is", enemy.getHp())
Beispiel #18
0
from classes.enemy import Enemy

enemy1 = Enemy(50, 80)
enemy2 = Enemy(150, 180)
enemy3 = Enemy(250, 280)

print(enemy1.get_hp())
print(enemy2.get_hp())
print(enemy3.get_hp())
Beispiel #19
0
            quit()
        if event.type == MOUSEBUTTONDOWN:
            if event.button == 1:
                click = True


"""
MAIN LOOP - GAME LOOP

"""
diff = ""
main_loop = True
seeing_score = False
while main_loop:
    m_ship = Ship("NAVY BLUE", "1", SCREEN, SCREEN_WIDTH, SCREEN_HEIGHT)
    rect = Enemy(SCREEN, SCREEN_WIDTH, SCREEN_HEIGHT)
    global SCORE
    SCORE = 0

    #json_file = pen("scores.json", "r+", encoding="utf-8")
    #j_score = json.load(json_file)
    #BACKGROUND Sound
    mixer.music.load('src/sounds/Mercury.mp3')
    mixer.music.play(-1)
    """
    MENUS LOOP
    """
    menu_loop = True
    while menu_loop:
        main_menu()
        clock.tick(FPS)
Beispiel #20
0
from classes.enemy import Enemy  # Relative paths are written with '.' NOT '/'

enemy = Enemy(200, 60)

print("HP: ", enemy.get_hp())
Beispiel #21
0
from classes.enemy import Enemy

enemy = Enemy(200, 60)
print("hp", enemy.get_hp())
'''
import random

class Enemy:

    hp = 600

# This is used to intiliaze and to make the values more dynamic
    def __init__(self, atkl, atkh):

        self.atkl = atkl
        self.atkh = atkh

    def getatk(self):

        print("Enemy attack is : ", self.atkl)

    def gethp(self):
        print(" Enemy Hp is :", self.hp)

enemy1 = Enemy(40, 60)
enemy1.getatk()
enemy1.gethp()

enemy2 = Enemy(90, 100)
enemy2.getatk()
enemy2.gethp()