Ejemplo n.º 1
0
def create_board_wizard():
    global game
    global is_modified
    game.clear_screen()
    print( Utils.blue_bright("\t\tNew board") )
    print("First we need some information on your new board:")
    name = str( input('Name: ') )
    width = int( input_digit('Width (in number of cells): ') )
    height = int( input_digit('Height (in number of cells): ') )
    game.add_board(1, Board(name=name,size=[width,height], ui_borders=Utils.WHITE_SQUARE,ui_board_void_cell=Utils.BLACK_SQUARE) )
    is_modified=True
Ejemplo n.º 2
0
def create_board_wizard():
    global game
    global is_modified
    global current_file
    global default_map_dir
    game.clear_screen()
    print(Utils.blue_bright("\t\tNew board"))
    print("First we need some information on your new board:")
    name, width, height = None, None, None
    if game.config(
            "settings")["last_used_board_parameters"]["name"] is not None:
        name = game.config("settings")["last_used_board_parameters"]["name"]
    else:
        name = "New Board"
    name = str(input(f"Name (default: {name}): ")) or name
    if game.config(
            "settings")["last_used_board_parameters"]["width"] is not None:
        width = game.config("settings")["last_used_board_parameters"]["width"]
    else:
        width = 20
    width = int(
        input_digit(f"Width (in number of cells) (default: {width}): ")
        or width)
    if game.config(
            "settings")["last_used_board_parameters"]["height"] is not None:
        height = game.config(
            "settings")["last_used_board_parameters"]["height"]
    else:
        height = 20
    height = int(
        input_digit(f"Height (in number of cells) (default: {height}): ")
        or height)
    game.add_board(
        1,
        Board(
            name=name,
            size=[width, height],
            ui_borders=Utils.WHITE_SQUARE,
            ui_board_void_cell=Utils.BLACK_SQUARE,
        ),
    )
    is_modified = True
    current_file = os.path.join(default_map_dir,
                                name.replace(" ", "_") + ".json")
    game.config("settings")["last_used_board_parameters"] = {
        "name": name,
        "width": width,
        "height": height,
    }
    if game.get_board(1).size[0] > 20 or game.get_board(1).size[1] > 20:
        game.enable_partial_display = True
        game.partial_display_viewport = [10, 10]
Ejemplo n.º 3
0
import examples_includes  # noqa: F401

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print(Utils.magenta_bright("This is a rather flashy magenta..."))

# Each color function has 3 variations : regular, dim and bright
print(Utils.yellow_dim("This is dim."))
print(Utils.yellow("This is regular."))
print(Utils.yellow_bright("This is bright."))

# Now, the color functions are just that: functions. So you can store the
# results in a variable and use them:
blue = Utils.blue_bright("blue")
white = Utils.white_bright("white")
red = Utils.red_bright("red")
print(f"France's flag is {blue} {white} {red}!")
Ejemplo n.º 4
0
    sprite_wall = Sprites.WALL
    sprite_npc = Sprites.SKULL
    sprite_npc2 = Sprites.POO
    sprite_heart = Sprites.HEART_SPARKLING
    sprite_heart_minor = Sprites.HEART_BLUE
else:
    # sprite_player = Utils.RED_BLUE_SQUARE
    sprite_portal = Utils.CYAN_SQUARE
    sprite_treasure = Utils.YELLOW_RECT + Utils.RED_RECT
    sprite_treasure2 = Utils.yellow_bright('$$')
    sprite_tree = Utils.GREEN_SQUARE
    sprite_wall = Utils.WHITE_SQUARE
    sprite_npc = Utils.magenta_bright("oO")
    sprite_npc2 = Utils.magenta_bright("'&")
    sprite_heart = Utils.red_bright('<3')
    sprite_heart_minor = Utils.blue_bright('<3')


# Here are some functions to manage the game
# This one clear the screen, print the game title, print the player stats,
# display the current board, print the inventory and print the menu.
def refresh_screen(mygame, player, menu):
    mygame.clear_screen()
    # print(Utils.magenta_bright(f"\t\t~+~ Welcome to {mygame.name} ~+~"))
    mygame.display_player_stats()
    mygame.display_board()
    if player.inventory.size() > 0:
        # If inventory is not empty print it
        items_by_type = {}
        for item_name in player.inventory.items_name():
            item = player.inventory.get_item(item_name)
Ejemplo n.º 5
0
import examples_includes

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print("France flag is "+Utils.blue_bright('blue ')+Utils.white_bright('white ')+Utils.red_bright('red')+"!")

# Each color function has 3 variations : regular, dim and bright
print( Utils.yellow_dim('This is dim.')+Utils.yellow(' This is regular.')+Utils.yellow_bright(' This is bright.') )

# Now, the color functions are just that: functions. So you can store the results in a variable and use them:
flashymagy = Utils.magenta_bright('This is a rather flashy magenta...')

print('Now that is a colored message in a variable: '+flashymagy)
Ejemplo n.º 6
0
import examples_includes

# First import the Utils module
import gamelib.Utils as Utils

# Then get creative!

# you directly print colored messages:
print(Utils.magenta_bright('This is a rather flashy magenta...'))

# Each color function has 3 variations : regular, dim and bright
print(Utils.yellow_dim('This is dim.'))
print(Utils.yellow('This is regular.'))
print(Utils.yellow_bright('This is bright.'))

# Now, the color functions are just that: functions. So you can store the
# results in a variable and use them:
blue = Utils.blue_bright('blue')
white = Utils.white_bright('white')
red = Utils.red_bright('red')
print(f"France's flag is {blue} {white} {red}!")