Ejemplo n.º 1
0
 def submit(self):
     if self.name_entry.get() == "":
         self.name_entry.delete(0, tk.END)
         self.name_entry.insert(0, self.table.get())
     if self.name_entry.get() in self.combatant.get_attack_names():
         self.name_duplicate_mb = tkm.showwarning(
             "Duplicate Name",
             "An attack with that name already exists. Please change the name."
         )
     else:
         if self.attack:
             self.attack.update_attack(
                 self.name_entry.get(),
                 self.table.get(),
                 int(self.ob_entry.get()),
                 self.ranged.get(),
                 # Need to code button for getting ranges with window, etc.
                 [])
             self.parent.attacks_lbox.delete(self.attack_index)
             self.parent.attacks_lbox.insert(self.attack_index,
                                             str(self.attack))
         else:
             self.attack = attack.Attack(
                 self.name_entry.get(),
                 self.table.get(),
                 int(self.ob_entry.get()),
                 self.ranged.get(),
                 # Need to code button for getting ranges with window, etc.
                 [])
             self.parent.combatant.add_attack(self.attack)
             self.parent.attacks_lbox.insert(tk.END, str(self.attack))
         self.destroy()
Ejemplo n.º 2
0
 def __init__(self):
     self.gamePad = pygame.display.set_mode((padWidth, padHeight))
     pygame.display.set_caption('Kirby')
     #curby = pygame.image.load("images/fighter.png").convert_alpha()
     self.font = pygame.font.Font("font/KirbyL.ttf", 50)
     self.clock = pygame.time.Clock()
     self.user = player.kirby()
     self.ground = map.BACKGROUND()
     self.game_state = True
     self.attacks = []
     self.f_s_acctack = attack.Attack(self.user.pos_x + 40,
                                      self.user.pos_y + 20,
                                      10)  #atteck class객체를 받아옴(x좌표,y좌표)
     self.item_eat = 0
     self.moncount = 1
     self.monsterheight = [(1000, 400), (1000, 200)]
     self.mon = enemy.MONSTER((1000, 400), 10)
     self.itemuse = 0
     self.heart = 3
     self.score = 0
     self.itempresent = 0
     self.item = items.ITEM()
     self.levelup = self.font.render("LEVELUP", 1, (255, 0, 0))
     self.levelupcount = 11
     self.sound = music.MUSIC()
Ejemplo n.º 3
0
    def add_attack(self, *args):
        self.attacks.append(attack.Attack(self))
        self.attacks[-1].grid(row=0, column=len(self.attacks) - 1)

        self.master.total.grid_forget()
        self.master.total.total_edv_label.grid_forget()
        self.master.total = total.Total(self.master, length=len(self.attacks))
        self.master.total.grid(row=1)
Ejemplo n.º 4
0
def atf(wi, vi):
    if vi == 785:
        oled.fill(1)
        oled.text("Attack wifi", 0, 16, 0)
        oled.text(wi[0].decode("utf8"), 0, 32, 0)
        oled.show()
        attack.Attack(attack.sta_if(), wi, 1)
    else:
        pass
Ejemplo n.º 5
0
    def doRoll(self, text, fullAttack=False):
        aLookup, bonuses, acExpr = self.parseAttackRoll(text)

        attacker = aLookup[0]
        try:
            attacker, weapon = attackLookup(self.gameState, aLookup[0],
                                            aLookup[1])
        except LookupError as e:
            # Attack lookup failure, if either attack bonus or damage bonus is missing, we can't carry on.
            if None in bonuses:
                raise e
            # We got attack and damage bonuses.... ASSUME these are base values.
            else:
                weapon = attack.Attack(aLookup[1])

                # bonuses are in the form (expr, "add"), strip out the add op
                attackBonusExpr = bonuses[0][0]
                damageBonusExpr = bonuses[1][0]

                # Excute attackBonusExpr to get value
                weapon.bonus = [attackBonusExpr]
                # We need damage in parsable form, use infix converter to transform it back.
                weapon.damageRoll = self.exprToInfix(damageBonusExpr, [])

                bonuses = (None, None)

        attackCount = weapon.getFullAttackCount() if fullAttack else 1

        results = []

        for attackNum in range(0, attackCount):
            weaponBonus = weapon.bonus[attackNum]
            attackAdjustment = bonuses[0]

            result = {"attacker": attacker, "attack": weapon.name}
            result.update(
                self.attackRoll(weaponBonus, attackAdjustment, acExpr))

            if weapon.inCritRange(
                    result["roll"]) and result["hit"] is not False:
                critResult = self.attackRoll(weaponBonus, attackAdjustment,
                                             acExpr)

                result["critical"] = critResult["hit"] is True
                result["criticalTotal"] = critResult["total"]
                result["criticalTrace"] = critResult["trace"]
            else:
                result["critical"] = False

            if result["hit"] is None or result["hit"]:
                result.update(
                    self.damageRoll(weapon, bonuses[1], result["critical"]))

            results.append(result)

        return results
Ejemplo n.º 6
0
    def melee_attack(self):
        damage = 1
        ax, ay = self.get_melee_attack_location()
        att = attack.Attack(ax, ay, '/')
        self.attacks.append(att)

        for unit in self.units:
            if ax == unit.x and ay == unit.y:
                if unit.isKillable:
                    unit.take_damage(damage)
Ejemplo n.º 7
0
    def __init__(self, name):
        pygame.sprite.Sprite.__init__(self)
        self.name = name
        self.index = 0
        self.frames = []
        self.setStates()
        self.getImage()

        self.rect = self.image.get_rect()
        self.setPos()
        self.setSpeed()
        self.setTime()
        self.fall()
        self.image = self.frames[self.index]
        if name == 'mEndBoss':
            self.earth_attack = attack.Attack('eEarth')
Ejemplo n.º 8
0
    def createAttack(self, attackData):
        a = attack.Attack(attackData["name"])
        a.bonus = attack.attackBonus(attackData["attack"])
        a.damageText = attackData["damage"]
        a.damageRoll = attack.getDamageRoll(attackData["damage"])
        a.quantity = attackData.get("quantity")

        critRange = (20, 2)
        #a.criticalRange = critRange[0]
        #a.criticalMultiplier = critRange[1]

        #a.category = attackData.get("category")
        #a.equipped = attackData.get("equipped")
        a.damageType = attackData.get("typetext")

        return a
 def load_models(self, d):
     models = {}
     for i in os.listdir(d):
         if '.' not in i:
             if 'attack' in i:
                 f = open(d + '\\' + i + '\\' + 'info.txt')
                 text = f.read()
                 f.close()
                 dmg, effects = int(text.split(';')[0]), text.split(';')[1].split(',')
                 models[i] = attack.Attack(dmg,
                                           effects, [[d + '\\' + i + '\\default\\' + x for x in os.listdir(d + '\\' + i +
                                           '\\default')], [d + '\\' + i + '\\crouch\\' + x for x in os.listdir(d + '\\' + i +
                                           '\\crouch')]], self.size)
             else:
                 models[i] = model.Model([[d + '\\' + i + '\\default\\' + x for x in os.listdir(d + '\\' + i +
                                           '\\default')], [d + '\\' + i + '\\crouch\\' + x for x in os.listdir(d + '\\' + i +
                                           '\\crouch')]], self.size)
     self.models = models
Ejemplo n.º 10
0
 def InitiateAttack( self ):
     return attack.Attack()
Ejemplo n.º 11
0
 def __init__(self, bot):
     self.bot = bot
     self.game = []
     self.atk = attack.Attack(bot)