class Zork: def __init__(self): self.myPlayer = Player() self.grid = Neighborhood() def splashScreen(self): print("Welcome to Zork!") print("Just attack some houses and see if you survive") print("You only have an HP from 100-125 so watch out") def play(self): while self.hp <= 0: print("You can attack one house at a time") print("A weapon will be randomly chosen for you") print("Choices:") print("Attack") print("Run") i = raw_input("What would you like to do?") self.input(i) def input(self, i): if (n == "Attack"): power = self.myPlayer.attack() #use this power to attack all monsters in a house elif (n == "Run"): sys.exit("At least you tried") else: print("Not a valid command")
def __init__(self, window, player1, player2): self.window = window self.p1 = Player(player1, None) self.p2 = Player(player2, None) background = Image(Point(600, 400), "ImagesAndSprites/StartScreen.gif") background.draw(window) self.createHealthBars(window) self.startGame(window) self.countDown = Text( Point(window.getWidth() / 2, window.getHeight() / 2), '') self.countdown(window) self.plyJumpRender = Image(Point(300, 50), "ImagesAndSprites/Apple.gif") self.plyJumpRender.draw(window) self.plyJumpRender2 = Image(Point(900, 50), "ImagesAndSprites/Apple.gif") self.plyJumpRender2.draw(window) # plyJumpRender2.move(150, 0) self.worldRenderer = Image(Point(800, 3), "ImagesAndSprites/blue.gif") self.worldRenderer.draw(window) self.worldRenderer.move(-200, 400) # Hitbox defines as # Obj, width, height, weight, pos, ignored self.plyJump = hitbox(self.plyJumpRender, 1) self.plyJump2 = hitbox(self.plyJumpRender2, 1) self.platform = hitbox(self.worldRenderer, 0) self.time1 = 0 self.time2 = 0 while True: self.update(window) if (self.getWinner() == 1): p1wins(window) time.sleep(2) break if (self.getWinner() == 2): p2wins(window) time.sleep(2) break
def initialize(): Gauntlet = Fist() Guard_Stick = Night_Stick() Jeans = Fun_Jeans() name = input("What is your name? \n>") Main_Character = Player(name, 15, 45, 3, Gauntlet, None) Bill = Enemy("Bill", 15, 100, 2, Guard_Stick, None) Front = Entrance("Entrance", "you reach dunder", "n", { "go left": "Parking Lot", "go forward": "Front Door" }) ParkingLot = Parking_Lot("Parking_Lot", "you see Michael's car!", "n", { "north": "Michael's Car", "south": "Entrance" }) #Main_Character.begin_attack(Main_Character, Bill) map = {Front: "Entrance", ParkingLot: "Parking_Lot"} return (Main_Character, map)
# CS 30 # Period 4 # Date : 12/9/2019 # Krutik Rana # Program description : Map of the game from Characters import Player player = Player(3, 6) class MapTile: """Parent Class to child classes in terms of position and naming""" def __init__(self, x, y): # x position of map tiles self.x = x # y position of map tiles self.y = y def __str__(self): """Gets the name of the child class and makes it a string""" return self.name class Ethereal(MapTile): """Final Lake Location containing hardest boss and victory for player""" def __init__(self, x, y): self.name = "Ethereal" # Position of Ethereal tile super().__init__(x, y)
def __init__(self): self.myPlayer = Player() self.grid = Neighborhood()
import pygame from GameObjects import RedSquare from Characters import Player from Map import MakeMap dead: bool boy: Player move_boy: bool if __name__ == "__main__": pygame.init() window = pygame.display.set_mode((800, 600)) pygame.display.set_caption("ma boi") clock = pygame.time.Clock() boy = Player(20, 100, 300) map_image, mapGOs = MakeMap( "assets/maps/map1.csv", "assets/platformer-extendedtiles-0/PNG Grass/Spritesheet/sheet.png", 70, 7) # Process GO size. This needs to change. for i in range(len(mapGOs)): mapGOs[i]._x *= 800 / map_image.get_width() mapGOs[i]._y *= 600 / map_image.get_height() mapGOs[i]._width *= 800 / map_image.get_width() mapGOs[i]._height *= 600 / map_image.get_height() map_image = pygame.transform.scale(map_image, (800, 600)) key_pressed = { pygame.K_UP: False, pygame.K_DOWN: False,
WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) NUM_OF_COLORS = 3 # Color Switch colors = {1: YELLOW, 2: WHITE, 3: RED} # Direction Constants UP = 'up()' DOWN = 'down()' LEFT = 'left()' RIGHT = 'right()' # Create Player character = Player(CAM_W, CAM_H, W, H, YELLOW, PLAYER_RADIUS, PLAYER_SPEED) # Game Timers pygame.time.set_timer(USEREVENT + 1, random.randrange(3000, 5000)) # Create Enemies list enemies = [] # Open game window size = (CAM_W, CAM_H) screen = pygame.display.set_mode(size) pygame.display.set_caption("Agar") background = pygame.surface.Surface((W, H)).convert() background.fill(BLACK)
import pygame, sys from pygame.locals import * from Level import Level from Characters import Player pygame.init() level = Level() WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 WINDOW = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32) pygame.display.set_caption("moving rect") ticker = pygame.time.Clock() WINDOW.fill((0xFF, 0xFF, 0xFF)) player = Player(WINDOW) WINDOW.blit(WINDOW, player) keys_down = [] margin = 50 def check_pos(): if player.x >= WINDOW_WIDTH - margin: level.move_map((-player.step_size, 0)) if player.x <= margin: level.move_map((player.step_size, 0)) if player.y >= WINDOW_HEIGHT - margin: level.move_map((0, -player.step_size)) if player.y <= margin: level.move_map((0, player.step_size))