Ejemplo n.º 1
0
def playersTurn(): #Pauses the game and allows the player to take a turn
    playersturn = True
    while playersturn == True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN:
                if (event.key == K_o):
                    levelhandler.move_floor(-1)
                    levelhandler.activelevel().objectlist.append(player)
                    redrawScreen()

                if (event.key == K_p):
                    levelhandler.move_floor(1)
                    levelhandler.activelevel().objectlist.append(player)
                    redrawScreen()
                if (event.key == K_d):
                    player.move(32,0) #Modify the game state when some action is entered. The move function takes target coordinates, the map[] list of a Dungeon object (see Dungeon.py), and the object list.
                    playersturn = False
                if (event.key == K_a):
                    player.move(-32,0)
                    playersturn = False
                if (event.key == K_w):
                    player.move(0,-32)
                    playersturn = False
                if (event.key == K_s):
                    player.move(0,32)
                    playersturn = False
                if (event.key == K_h):
                    print ('Some Bullshit')




                if (event.key == K_i): #inventory
                    paused = 1
                    while (paused == 1):
                        drawMap(boardWidth, boardHeight)
                        drawObjects()
                        boolean = False
                        invmenu=player.inventorymenu
                        invmenu.Update()
                        invscreen=player.inventorysheet
                        DISPLAYSURF.blit(invscreen, (invmenu.xloc,invmenu.yloc ))
                        pygame.display.update()

                        for event in pygame.event.get():
                            if event.type==MOUSEBUTTONDOWN and event.button == 1 :
                                cursx,cursy=event.pos
                                if cursx>invmenu.xloc and cursx<invmenu.xloc+200 and cursy >invmenu.yloc and cursy < invmenu.yloc+10:
                                    boolean=True
                                while(boolean):
                                    for event in pygame.event.get():
                                        if event.type==MOUSEBUTTONUP and event.button == 1 :
                                            boolean=False
                                            relx, rely = event.pos
                                            invmenu.xloc=invmenu.xloc+(relx-cursx)
                                            invmenu.yloc=invmenu.yloc+(rely-cursy)
                            elif event.type==MOUSEBUTTONDOWN and event.button == 3:
                                cursx,cursy=event.pos
                                if(cursx>invmenu.xloc+10 and cursx<invmenu.xloc+42 and cursy>invmenu.yloc+20 and cursy<invmenu.yloc+52):
                                    player.equip_item(0)
                                if(cursx>invmenu.xloc+60 and cursx<invmenu.xloc+92 and cursy>invmenu.yloc+20 and cursy<invmenu.yloc+52):
                                    player.equip_item(1)
                                if(cursx>invmenu.xloc+110 and cursx<invmenu.xloc+142 and cursy>invmenu.yloc+20 and cursy<invmenu.yloc+52):
                                    player.equip_item(2)
                                if(cursx>invmenu.xloc+10 and cursx<invmenu.xloc+42 and cursy>invmenu.yloc+60 and cursy<invmenu.yloc+92):
                                    player.equip_item(3)
                                if(cursx>invmenu.xloc+60 and cursx<invmenu.xloc+92 and cursy>invmenu.yloc+60 and cursy<invmenu.yloc+92):
                                    player.equip_item(4)
                                if(cursx>invmenu.xloc+110 and cursx<invmenu.xloc+142 and cursy>invmenu.yloc+60 and cursy<invmenu.yloc+92):
                                    player.equip_item(5)

                            if event.type == KEYDOWN:
                                if event.key == K_p:
                                    redrawScreen()
                                    paused = 0

                if (event.key == K_e): #equipment
                    paused = 1
                    while (paused == 1):
                        drawMap(boardWidth, boardHeight)
                        drawObjects()
                        equipmenu=player.charactermenu
                        equipscreen=player.charactersheet
                        print player.charactermenu.xloc,player.charactermenu.yloc
                        DISPLAYSURF.blit(equipscreen, (player.charactermenu.xloc,player.charactermenu.yloc))
                        pygame.display.update()

                        for event in pygame.event.get():
                            if event.type==MOUSEBUTTONDOWN and event.button == 1 :
                                cursx,cursy=event.pos
                                if cursx>player.charactermenu.xloc and cursx<player.charactermenu.xloc+200 and cursy >player.charactermenu.yloc and cursy < player.charactermenu.yloc+10:
                                    boolean=True
                                    while(boolean):
                                        for event in pygame.event.get():
                                            if event.type==MOUSEBUTTONUP and event.button == 1 :
                                                boolean=False
                                                relx, rely = event.pos
                                                player.charactermenu.xloc=player.charactermenu.xloc+(relx-cursx)
                                                player.charactermenu.yloc=player.charactermenu.yloc+(rely-cursy)
                            elif event.type==MOUSEBUTTONDOWN and event.button == 3:
                                cursx,cursy=event.pos
                                if(cursx>player.charactermenu.xloc+10 and cursx<player.charactermenu.xloc+42 and cursy>player.charactermenu.yloc+10 and cursy<player.charactermenu.yloc+42 and player.equipment.check_slot('head') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='head':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+150 and cursx<player.charactermenu.xloc+182 and cursy>player.charactermenu.yloc+10 and cursy<player.charactermenu.yloc+42 and player.equipment.check_slot('shoulders') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='shoulders':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+10 and cursx<player.charactermenu.xloc+42 and cursy>player.charactermenu.yloc+60 and cursy<player.charactermenu.yloc+92 and player.equipment.check_slot('chest') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='chest':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+150 and cursx<player.charactermenu.xloc+182 and cursy>player.charactermenu.yloc+60 and cursy<player.charactermenu.yloc+92 and player.equipment.check_slot('hands') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='hands':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+10 and cursx<player.charactermenu.xloc+42 and cursy>player.charactermenu.yloc+110 and cursy<player.charactermenu.yloc+142 and player.equipment.check_slot('legs') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='legs':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+150 and cursx<player.charactermenu.xloc+182 and cursy>player.charactermenu.yloc+110 and cursy<player.charactermenu.yloc+142 and player.equipment.check_slot('feet') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='feet':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+10 and cursx<player.charactermenu.xloc+42 and cursy>player.charactermenu.yloc+160 and cursy<player.charactermenu.yloc+192 and (player.equipment.check_slot('1h') == False or player.equipment.check_slot('2h') == False)):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='1h' or item.type=='2h':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)

                                if(cursx>player.charactermenu.xloc+150 and cursx<player.charactermenu.xloc+182 and cursy>player.charactermenu.yloc+160 and cursy<player.charactermenu.yloc+192 and player.equipment.check_slot('shield') == False):
                                    index = 0
                                    for item in player.equipment.items:
                                        if item.type=='shield':
                                            break
                                        else:
                                            index=index+1
                                    player.unequip_item(index)
                            if event.type == KEYDOWN:
                                if event.key == K_p:
                                    redrawScreen()
                                    paused = 0
Ejemplo n.º 2
0
#Code to generate a monster a random location
dungeon.room_Generation(boardWidth,boardHeight)


#Append some items to the dungeon.objectlist
healer= NPC(64,0,200,1,'healer', Rarity_Database, database)
shopkeeper= NPC(0,64,200,1,'shopkeeper', Rarity_Database, database)
player = Player(32,32,'images/player.png',"Name",5000,50)
dungeon.objectlist.append(player)
dungeon.objectlist.append(healer)
dungeon.objectlist.append(shopkeeper)
dungeon.spawn_Monsters(boardWidth,boardHeight,Rarity_Database,database,dungeon.objectlist)

#Append the map to the LevelHandler and set it as the current level
levelhandler.dungeonlist.append(dungeon)
levelhandler.move_floor(1)

newdungeon = Dungeon(boardWidth,boardHeight)
newdungeon.testing_Generation(boardWidth,boardHeight)
newdungeon.testing_Monsters(boardWidth,boardHeight,Rarity_Database,database,newdungeon.objectlist)
#Append the map to the LevelHandler
levelhandler.dungeonlist.append(newdungeon)



stats=StatsMenu(player)
#global log
#log = Log()
#Function to draw the map to the board.
def drawMap(boardWidth, boardHeight):