Ejemplo n.º 1
0
def mainAct(pl):
    clear()
    choice = pMenu([
        'hunt',
        'move',
        'heal',
        'party',
        'shop',
        'dex',
        'bank',
        pl.name,
        'save',
        'leave',
    ])
    if choice == 'hunt':
        if not pl.countawake():
            clear()
            print pl.name + ' is out of usable pokemon!'
            xxx = raw_input('\n\npress enter')
        else:
            hunt(pl)
    if choice == 'party':
        party(pl)
    if choice == pl.name:
        clear()
        print 'Status\n\n'
        print pl.name + '   $' + str(pl.money)
        for bt in pl.balls:
            if pl.balls[bt] > 0:
                print bt + ': ' + str(pl.balls[bt])
        print '\n'
        raw_input('enter to return')
        return 0
    if choice == 'shop':
        shop(pl)
    if choice == 'heal':
        heal(pl)
    if choice == 'dex':
        dexui(pl)
    if choice == 'bank':
        bank(pl)
    if choice == 'save':
        save(pl)
    if choice == 'leave':
        return 1
    if choice == 'move':
        move(pl)
Ejemplo n.º 2
0
            map_x = party.location_x + (screen_x-6)
            map_y = party.location_y + (screen_y-6)
            if map_x < 0 or map_x >= current_map.x_size or map_y < 0 or map_y >= current_map.y_size:
                tile = img_wat
            else:
#                print(f"Party {party.location_x},{party.location_y}")
#                print(f"{map_x}, {map_y} : {current_map.x_size}, {current_map.y_size}")
                tile = tile_map[current_map.terrain(map_x, map_y )]

            screen.blit(tile,(screen_x*50,screen_y*50))




amap = maps.maps()
aparty = party.party()
pygame.init()
screen = pygame.display.set_mode((x_size, y_size))
pygame.display.set_caption('Game')
pygame.mouse.set_visible(0)
img_ld, r_rect = load_image("c:\\assets\\grass.png")
img_wat, rect = load_image("c:\\assets\\water.png")
img_mtn, rect = load_image("c:\\assets\\mountain.png")
tile_map = {'water':img_wat, 'mountain':img_mtn, 'grass':img_ld}
background = pygame.Surface(screen.get_size())
background = background.convert()

background.fill((250, 250, 250))


pygame.display.flip()
Ejemplo n.º 3
0
q2 = que.Queue()
q3 = que.Queue()

#Initialization..
#TCP_IP = '192.168.100.246'
#TCP_PORT = 62
UDP_PORT2 = 3000
server_info = ips.party_addr[pnr]  #(TCP_IP, TCP_PORT)
server2_info = (ipv4, UDP_PORT2)

# Create new threads..
t1_comms = commsThread(1, "Communication Thread", server_info, q)
#t2_commsSimulink = UDPcommsThread(2, "t2_commsSimulink", server2_info)
ploting = plotter(q3)
ploting.start()
p = party(F, int(x), n, t, pnr, q, q2, q3, ips.party_addr, ips.server_addr)

# Start new Threads
#t2_commsSimulink.start()
t1_comms.start()

for i in ips.party_addr:
    while True:
        try:
            sock.TCPclient(i[0], i[1], ['flag', 1])
            break
        except:
            time.sleep(1)
            continue

p.start()
Ejemplo n.º 4
0
import maps
import party





if __name__ == "__main__":
    a_party = party.party()
    amap = maps.maps()
    status_location = "Location %d, %d - Terrain %s"
    status_party = "%s, HP - %d"
    print("Welcome to game")
    while True:
        print( status_location % (a_party.location_x, a_party.location_y, amap.terrain(a_party.location_x, a_party.location_y)))
        print( status_party % (a_party.party[0]["name"], a_party.party[0]["hp"]))
        inp = input()
        amap.navigate(inp, a_party)