Beispiel #1
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 def on_die(self):
     pos = self.owner.get(Position)
     corpse = Entity(
         Renderable(random.choice(corpse_texes)),
         Description('%s\'s corpse' % get_name(self.owner)),
         Position(pos.x, pos.y, Position.ORDER_FLOOR + 1),
     )
     self.owner.level.add_entity(corpse)
     self.owner.level.remove_entity(self.owner)
Beispiel #2
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 def on_die(self):
     pos = self.owner.get(Position)
     corpse = Entity(
         Renderable(random.choice(corpse_texes)),
         Description('%s\'s corpse' % get_name(self.owner)),
         Position(pos.x, pos.y, Position.ORDER_FLOOR + 1),
     )
     self.owner.level.add_entity(corpse)
     self.owner.level.remove_entity(self.owner)
Beispiel #3
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 def _update_hud(self, *args):
     item_names = []
     for item in self._player.get(Inventory).items:
         name = get_name(item)
         item_component = item.get(Item)
         if item_component.quantity > 1:
             name += ' (%d)' % item_component.quantity
         item_names.append(name)
     inventory = ', '.join(item_names) or 'nothing'
     fighter = self._player.get(Fighter)
     health = self._player.get(Health)
     text = 'HP: %d/%d, ATK: %d, DEF: %d (INV: %s)' % (health.health, health.max_health, fighter.attack, fighter.defense, inventory)
     self._label.text = text
Beispiel #4
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 def _update_hud(self, *args):
     item_names = []
     for item in self._player.get(Inventory).items:
         name = get_name(item)
         item_component = item.get(Item)
         if item_component.quantity > 1:
             name += ' (%d)' % item_component.quantity
         item_names.append(name)
     inventory = ', '.join(item_names) or 'nothing'
     fighter = self._player.get(Fighter)
     health = self._player.get(Health)
     text = 'HP: %d/%d, ATK: %d, DEF: %d (INV: %s)' % (
         health.health, health.max_health, fighter.attack, fighter.defense,
         inventory)
     self._label.text = text
Beispiel #5
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 def on_pickup(self, item):
     if item:
         self.message('Picked up %d %s' %
                      (item.get(Item).quantity, get_name(item)))
     else:
         self.message('Nothing to pickup here')
Beispiel #6
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 def on_drop(self, item):
     if item:
         self.message('Dropped up %s' % get_name(item))
     else:
         self.message('Nothing to drop')
Beispiel #7
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 def on_bump(self, entity):
     self.message('You bump into %s' % get_name(entity))
Beispiel #8
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 def on_kill(self, target):
     self.message('%s dies' % get_name(target))
Beispiel #9
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 def on_do_damage(self, damage, target):
     self.message('You hit %s for %d hp' % (get_name(target), damage))
Beispiel #10
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 def on_take_damage(self, damage, source):
     self.message('%s hits you for %d hp' % (get_name(source), damage))
Beispiel #11
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 def on_pickup(self, item):
     if item:
         self.message('Picked up %d %s' % (item.get(Item).quantity, get_name(item)))
     else:
         self.message('Nothing to pickup here')
Beispiel #12
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 def on_drop(self, item):
     if item:
         self.message('Dropped up %s' % get_name(item))
     else:
         self.message('Nothing to drop')
Beispiel #13
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 def on_bump(self, entity):
     self.message('You bump into %s' % get_name(entity))
Beispiel #14
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 def on_kill(self, target):
     self.message('%s dies' % get_name(target))
Beispiel #15
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 def on_do_damage(self, damage, target):
     self.message('You hit %s for %d hp' % (get_name(target), damage))
Beispiel #16
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 def on_take_damage(self, damage, source):
     self.message('%s hits you for %d hp' % (get_name(source), damage))