Example #1
0
def move_three(player):
    """
    This is all of the stuff that happens in move three
    :param player: The player object
    :return: None
    """
    # Print the next set of dialogue
    dialogue_list = [
        "\nAt the end of this hallway you notice a missing ceiling tile...",
        "You have 2 options. Go left, or climb into the ceiling to try and avoid rats.",
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(player, ["Turn Left", "Into The Ceiling!"])

    if player_move == 1:  # Turn left
        GameActions.handle_dialogue(["A giant rat runs out of no where! Prepare to fight!"], 2)
        GameActions.handle_fight(player, 2, 7)

    else:  # Try and get the in the ceiling
        dialogue_list = [
            "You try to climb into the ceiling...",
            "As you feel the ceiling tiles beneath you crack, you realize this was a horrible idea!",
            "OUCH! You fall from the ceiling losing 5 life points in the process.",
            "After giving up on your dreams of being Indiana Jones, you continue in the direction you should have.",
        ]

        GameActions.handle_dialogue(dialogue_list, 5)

        player.remove_life_points(5)
Example #2
0
def move_two(player):
    """
    This is all of the stuff that happens in move two
    :param player: The player object
    :return: None
    """
    # Print the next set of dialogue
    GameActions.handle_dialogue(["\nYou find yourself at a fork"], 1)

    player_move = GameActions.handle_options(player, ["Continue Straight", "Turn Right"])

    if player_move == 1:  # Continue Straight
        GameActions.handle_dialogue(["You continue straight down the hallway..."], 4)
    else:  # Turn right
        GameActions.handle_dialogue(["OH NO! There are 3 giant rats here!"], 3)
        for i in range(0, 3):
            GameActions.handle_dialogue(["\nYou start fighting rat" + str(i + 1)], 2)
            GameActions.handle_fight(player, 2, 7)

        dialogue_list = [
            "You reach the end of the hall and see that it is a dead end...",
            "You sadly turn around, walk back, and take a right back into the main hallway.",
        ]

        GameActions.handle_dialogue(dialogue_list, 4)
Example #3
0
def move_two(player):
    """
    This is all of the stuff that happens in move two
    :param player: The player object
    :return: None
    """
    # Print the next set of dialogue
    GameActions.handle_dialogue(["\nYou find yourself at a fork"], 1)

    player_move = GameActions.handle_options(
        player, ["Continue Straight", "Turn Right"])

    if player_move == 1:  # Continue Straight
        GameActions.handle_dialogue(
            ["You continue straight down the hallway..."], 4)
    else:  # Turn right
        GameActions.handle_dialogue(["OH NO! There are 3 giant rats here!"], 3)
        for i in range(0, 3):
            GameActions.handle_dialogue(
                ["\nYou start fighting rat" + str(i + 1)], 2)
            GameActions.handle_fight(player, 2, 7)

        dialogue_list = [
            "You reach the end of the hall and see that it is a dead end...",
            "You sadly turn around, walk back, and take a right back into the main hallway."
        ]

        GameActions.handle_dialogue(dialogue_list, 4)
Example #4
0
def move_three(player):
    """
    This is all of the stuff that happens in move three
    :param player: The player object
    :return: None
    """
    # Print the next set of dialogue
    dialogue_list = [
        "\nAt the end of this hallway you notice a missing ceiling tile...",
        "You have 2 options. Go left, or climb into the ceiling to try and avoid rats."
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(
        player, ["Turn Left", "Into The Ceiling!"])

    if player_move == 1:  # Turn left
        GameActions.handle_dialogue(
            ["A giant rat runs out of no where! Prepare to fight!"], 2)
        GameActions.handle_fight(player, 2, 7)

    else:  # Try and get the in the ceiling
        dialogue_list = [
            "You try to climb into the ceiling...",
            "As you feel the ceiling tiles beneath you crack, you realize this was a horrible idea!",
            "OUCH! You fall from the ceiling losing 5 life points in the process.",
            "After giving up on your dreams of being Indiana Jones, you continue in the direction you should have."
        ]

        GameActions.handle_dialogue(dialogue_list, 5)

        player.remove_life_points(5)
Example #5
0
def move_five(player):
    """
    This is all of the stuff that happens in move five
    :param player: The player object
    :return: None
    """

    dialogue_list = [
        "\nAfter fighting off all of the rats you notice a bottle of something on the ground...",
        "Should you drink it?"
    ]

    GameActions.handle_dialogue(dialogue_list)

    player_move = GameActions.handle_options(
        player, ["Yes, drink it!", "No! Are you crazy?!"])

    if player_move == 1:  # Drink the bottle
        dialogue_list = [
            "Whatever was in that bottle makes you feel much better!",
            "You have gained 20 life points!"
        ]
        GameActions.handle_dialogue(dialogue_list, 5)
        player.add_life_points(20)
    else:  # Don't drink the bottle
        GameActions.handle_dialogue(
            ["You drop the bottle back onto the ground."], 5)

    #
    # BOSS FIGHT
    #

    dialogue_list = [
        "\nYou think you hear something behind you...",
        "You turn around and see the biggest rat you have ever seen!",
        "Get ready for the hardest fight yet!"
    ]

    GameActions.handle_dialogue(dialogue_list, 5)
    GameActions.handle_fight(player, 5, 45)

    # Give the player some damage points as a reward for killing the boss
    player.add_damage_points(3)

    dialogue_list = [
        "\n\nAfter the fight you feel a little bit stronger...",
        "Congratulations! You've earned 3 more damage points!",
        "You spot an open door on the other side of the court yard and run to it..."
    ]

    GameActions.handle_dialogue(dialogue_list, 2)
Example #6
0
def move_five(player):
    """
    This is all of the stuff that happens in move five
    :param player: The player object
    :return: None
    """

    dialogue_list = [
        "\nAfter fighting off all of the rats you notice a bottle of something on the ground...",
        "Should you drink it?",
    ]

    GameActions.handle_dialogue(dialogue_list)

    player_move = GameActions.handle_options(player, ["Yes, drink it!", "No! Are you crazy?!"])

    if player_move == 1:  # Drink the bottle
        dialogue_list = ["Whatever was in that bottle makes you feel much better!", "You have gained 20 life points!"]
        GameActions.handle_dialogue(dialogue_list, 5)
        player.add_life_points(20)
    else:  # Don't drink the bottle
        GameActions.handle_dialogue(["You drop the bottle back onto the ground."], 5)

    #
    # BOSS FIGHT
    #

    dialogue_list = [
        "\nYou think you hear something behind you...",
        "You turn around and see the biggest rat you have ever seen!",
        "Get ready for the hardest fight yet!",
    ]

    GameActions.handle_dialogue(dialogue_list, 5)
    GameActions.handle_fight(player, 5, 45)

    # Give the player some damage points as a reward for killing the boss
    player.add_damage_points(3)

    dialogue_list = [
        "\n\nAfter the fight you feel a little bit stronger...",
        "Congratulations! You've earned 3 more damage points!",
        "You spot an open door on the other side of the court yard and run to it...",
    ]

    GameActions.handle_dialogue(dialogue_list, 2)
Example #7
0
def move_four(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in move 4
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print the next dialogue

    dialogue_list = [
        "\nYou reach the end of the hallway..",
        "On your right you see a closet and on your left a door leading to the court yard.",
        "What should you do?"
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(player, ["Closet", "Court Yard"])

    if player_move == 1:  # Closet
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1,
                                                 possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(
            ["Having nowhere else to go you walk towards the court yard"], 3)
    else:  # Court yard
        pass

    dialogue_list = [
        "As soon as you open the door to the court yard you are attacked by 4 rats!",
        "Get ready to fight!"
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    for i in range(0, 4):
        GameActions.handle_dialogue(["\nYou start fighting rat" + str(i + 1)],
                                    2)
        GameActions.handle_fight(player, 2, 7)
Example #8
0
def move_four(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in move 4
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print the next dialogue

    dialogue_list = [
        "\nYou reach the end of the hallway..",
        "On your right you see a closet and on your left a door leading to the court yard.",
        "What should you do?",
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(player, ["Closet", "Court Yard"])

    if player_move == 1:  # Closet
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1, possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(["Having nowhere else to go you walk towards the court yard"], 3)
    else:  # Court yard
        pass

    dialogue_list = [
        "As soon as you open the door to the court yard you are attacked by 4 rats!",
        "Get ready to fight!",
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    for i in range(0, 4):
        GameActions.handle_dialogue(["\nYou start fighting rat" + str(i + 1)], 2)
        GameActions.handle_fight(player, 2, 7)