def all(self):
     self.inventory.append(items.DebugStick())
     self.inventory.append(items.Daggers())
     self.inventory.append(items.SoulKnife())
     self.inventory.append(items.Cutlass())
     self.inventory.append(items.Apple())
     self.inventory.append(items.HealingPotion())
     self.inventory.append(items.Porkchop())
     self.inventory.append(items.Apple())
     self.inventory.append(items.HealingPotion())
     self.inventory.append(items.Porkchop())
     self.emerald = self.emerald + 999999999
     self.maxhp = 10000000
     self.hp = self.maxhp
     self.player_level = 1000
     self.enchantment_points = 9999
     print("----------Inventory----------")
     print("Player Level {}".format(self.player_level))
     print("")
     print("Max Hp: {}".format(self.maxhp))
     print("")
     print("Inventory:")
     for item in self.inventory:
         print('* ' + str(item))
     print("")
     print("Emeralds: {}".format(self.emerald))
     print("")
     print("Enchantment Points: {}".format(self.enchantment_points))
     print("")
 def __init__(self):
     self.name = "Trader"
     self.emerald = 100
     self.inventory = [items.Apple(),
                       items.Apple(),
                       items.Apple(),
                       items.HealingPotion(),
                       items.HealingPotion()]
Ejemplo n.º 3
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 def update_inventory(self, Apple_amt, Bread_amt, Water_amt):
     self.inventory = [
         items.Apple(Apple_amt),
         items.Bread(Bread_amt),
         items.Water(Water_amt),
         items.Sword()
     ]
Ejemplo n.º 4
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    def __init__(self):
        self.inventory = [items.Rock(),
                          'Gold(5)',
                          items.Apple()]

        self.x = 1
        self.y = 2
        self.hp = 100
        self.cash = 15
        self.victory = False
Ejemplo n.º 5
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 def reset_stats(self):
     self.inventory = [
         items.Apple(5),
         items.Bread(2),
         items.Water(3),
         items.Sword()
     ]
     self.hp = 100
     self.stamina = 50
     self.glory = 0
     self.glory_statement = "=======================\nYou failed. History will forget you"
 def __init__(self):
     self.inventory = [items.Sword(), items.Apple()]
     self.x = world.start_tile_location[0]
     self.y = world.start_tile_location[1]
     self.enchantment_points = 1
     self.player_level = 1
     self.maxhp = 100
     self.hp = self.maxhp
     self.emerald = 25
     self.victory = False
     self.bufferSize = 64 * 1024
     self.passwordtxt = ''.join((random.choice(
         'qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM1234567890!@#$%^&*()'
     ) for i in range(20)))
Ejemplo n.º 7
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class FireElement(MapTile):
	items = [items.Apple("Collect apples if you come across them. You will need a minimum number of apples to earn the healing power of mother nature")]
	description = """You have entered the fire element! Don't get burt!"""
Ejemplo n.º 8
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def mainLoop(game, playerControls):
    mapPosition = [0, 0]
    wall = engine.Carte(os.path.join("assets", "levels", str(mapPosition)),
                        mode="load")  # objet carte
    back = wall.renderSurface()  # surface carte
    # coolframe = 0
    px = wall.playerPosition[0] * wall.tileSize
    py = wall.playerPosition[1] * wall.tileSize
    ratio = game.resolution[0] / game.targetResolution[0]
    p1 = entities.Player(px, py, "1", wall, ratio)  # joueur
    p1.direction = [0, 0, 0, 0]
    p1.keyConfig = playerControls
    events = []

    p1.inventory.additem(items.Apple(12), 0)
    p1.inventory.additem(items.Apple(34), 1)
    p1.inventory.additem(items.PlasmaPickaxaxe(1), -1)
    while game.state == 1 or game.state == 2:  # en jeu ou dans le menu pause
        if game.state == 1:
            pevents = events
            """
            if p1.rect.x < 0 and p1.rect.y < 0 and p1.rect.x > wall.width and p1.rect.y > wall.height or coolframe > 0:
                coolframe -= 1
                pevents = []
            """
            rects = wall.get_rects()
            p1.update(rects, wall.entities, pevents, wall.setNum)

        elif game.state == 2:
            p1.direction = [0, 0, 0, 0]

        game.screen.blit(back, (0, 0))

        p1.render(game.screen)

        game.waitFramerate()

        if p1.rect.x < -wall.tileSize * (4 / 8):
            wall = changeMap(mapPosition, p1, -1, 0)
            back = wall.renderSurface()

        if p1.rect.y < -wall.tileSize * (4 / 8):
            wall = changeMap(mapPosition, p1, 0, -1)
            back = wall.renderSurface()

        if p1.rect.x > wall.width - wall.tileSize * (4 / 8):
            wall = changeMap(mapPosition, p1, +1, 0)
            back = wall.renderSurface()

        if p1.rect.y > wall.height - wall.tileSize * (4 / 8):
            wall = changeMap(mapPosition, p1, 0, +1)
            back = wall.renderSurface()

        events = game.runEvents()  # en fin de boucle pour éviter les conflicts
        if p1.life <= 0:
            game.state = 0
            return -1

        entitiesL = wall.entities
        i = 0
        for entity in entitiesL:
            if entity.life <= 0:
                del wall.entities[i]
                back = wall.renderSurface()
            i += 1
Ejemplo n.º 9
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import items

player_inventory = [
    items.Rock(),
    items.WoodenShield(),
    items.Dagger(),
    items.Fist(),
    items.CrustyBread(),
    items.CrustyBread(),
    items.Apple(),
    items.StickWand()
]


def get_inventory():
    return player_inventory


def get_player_inventory(item):
    player_inventory.append(item)