Example #1
0
    def __init__(self):
        """ Constructor function """
        Character.__init__(self)

        #Load images and rectangles
        self.jump_l_image, self.jump_l_image_rect =  routines.load_png('hero_3/jump_l.png')
        self.jump_r_image, self.jump_r_image_rect =  routines.load_png('hero_3/jump_r.png')
        self.idle_l_image, self.idle_l_image_rect = routines.load_png('hero_3/idle_l.png')
        self.idle_r_image, self.idle_r_image_rect = routines.load_png('hero_3/idle_r.png')
        self.move_1_r_image, self.move_1_r_image_rect = routines.load_png('hero_3/move_1_r.png')
        self.move_1_l_image, self.move_1_l_image_rect = routines.load_png('hero_3/move_1_l.png')
        self.move_2_r_image, self.move_2_r_image_rect = routines.load_png('hero_3/move_2_r.png')
        self.move_2_l_image, self.move_2_l_image_rect = routines.load_png('hero_3/move_2_l.png')
        self.dead_image, self.dead_image_rect = routines.load_png('hero_3/death.png')

        #load sounds
        self.sounds={}
        self.sounds['jump']=pygame.mixer.Sound('data/sound/jump.wav')


        self.image = self.idle_l_image
        self.rect = self.idle_l_image_rect
        # Set a referance to the image rect.

        #Setup status
        self.status = 'idle_r' #idle,move,jump,
        self.location = 'ground' #ground,air,block

        Character.set_options(self, 13, 0, 1)
Example #2
0
    def __init__(self, x, y):

        self.health = Survivor.START_HEALTH
        self.current_weapon = Weapon(Weapon.PISTOL) 
        self.direction = Direction.WEST
        self.img = pygame.image.load('images/survivor/survivor_w.png')

        Character.__init__(self, x, y)
Example #3
0
 def __init__(self,level, pName = None, pStr = None, pDex = None, pMnd = None, pLck = None, pWeapon = None, pArmor = None, pInventory = None, pHp = None,
              pLevel = None, pAp = None, pDescription = None, pAge = None, pMp = None, pPp = None, pManaEnabled = None):
     if (pName == None and pStr == None and pDex == None and pMnd == None and pLck == None and
         pWeapon == None and pArmor == None and pInventory == None and pHp == None and pLevel == None and
          pAp == None and pDescription == None and pAge == None and pMp == None and pPp == None and pManaEnabled == None):
         self.createEnemy(level)
     else:
         Character.__init__(self, pName, pStr, pDex, pMnd, pLck, pWeapon, pArmor, pInventory, pHp, pLevel, pAp, pDescription, pAge, pMp, pPp, pManaEnabled)
Example #4
0
    def __init__(self, x, y):

        self.health = Survivor.START_HEALTH
        self.current_weapon = 0  # 0 -> pistol, 1 -> shotgun, 2 -> automatic
        self.direction = Direction.WEST
        self.img = pygame.image.load('images/survivor/survivor_w.png')

        Character.__init__(self, x, y)
Example #5
0
    def __init__(self, x, y):

        self.direction = Direction.WEST
        self.health = Zombie.START_HEALTH
        self.img = Zombie.ORIGINAL_ZOMBIE_IMAGE

        Character.__init__(self, x, y)
        Zombie.list_.append(self)
Example #6
0
 def __init__(self, x):
     idle = SpriteSheet("art/pl_cid.png").images_at(
             [(0,0,300,400)],colourkey=(0,255,0))
     walk = SpriteSheet("art/pl_cid_walk.png").images_at(
             [(0,0,300,400),
             (300,0,300,400)],colourkey=(0,255,0))
     attack = SpriteSheet("art/pl_cid_attack1.png").images_at(
             [(0,0,250,400),
             (250,0,250,400),
             (500,0,250,400),
             (750,0,250,400)],colourkey=(0,255,0))
     Character.__init__(self, x, idle, walk, attack)
     self.attack_time = -1
Example #7
0
 def __init__(self,model,run,walk,startPoint,scale): 
     """Initialise the character. 
     
     Initialises private fields used to control the character's behaviour. 
     Also see Character.__init__(). 
     
     Arguments: 
     See Character.__init__(). 
     
     """ 
     
     Character.__init__(self, model, run, walk, startPoint, scale) 
     self.prevTurnTime = 0 
     self.setControl('up',1) 
Example #8
0
    def __init__(self, model, run, walk, startPoint, scale):
        """Initialise the character. 
        
        Initialises private fields used to control the character's behaviour. 
        Also see Character.__init__(). 
        
        Arguments: 
        See Character.__init__(). 
        
        """

        Character.__init__(self, model, run, walk, startPoint, scale)
        self.prevTurnTime = 0
        self.setControl('up', 1)
Example #9
0
 def __init__(self):
     Character.__init__(self)
     self.state = 'normal'
     #self.wealth = 100
     self.health = 10
     self.health_max = 10
     self.Commands = {
         'quit': Player.quit,
         'help': Player.help,
         'status': Player.status,
         'rest': Player.rest,
         'explore': Player.explore,
         'run': Player.flee,
         'attack': Player.attack
     }
Example #10
0
	def __init__(self, name, account):
		self.file_path = Path('./', 'server', 'characters', "{}.dat".format(name))
		self.username = account.username
		self.notifications_buffer = bytes()	
		self.current_room_id = None
		self.username = ""
		self.last_commands = list()
		self.inventory = list()
		self.account = account
		self.weapon = None
		self.hp = 200
		self.damage = 5
		self.level = 0
		self.gold = 0
		Character.__init__(self, name)
Example #11
0
 def __init__(self,
              name="Zombie",
              health=20,
              shield=2,
              dodge=0,
              parry=0,
              criticalHit=1,
              mana=0,
              damageMin=2,
              damageMax=4,
              armor=0,
              xp=0,
              inventory=Inventory()):
     Character.__init__(self, name, health, shield, dodge, parry,
                        criticalHit, mana, damageMin, damageMax, armor, xp,
                        inventory)
Example #12
0
    def __init__(self, x, y, director):
        Character.__init__(self, x, y, "player-alt.png", -1,
                           "coordPlayerAlt2.txt", [3, 3, 3, 3], director, (-4, 10, 4, 6, -2, 4, 2, 8))
        self.controller = PlayerController(self, director)
        self.posIndex = POS_DOWN
        self.posImageIndex = 1
        self.hp = 100
        self.atk = 20
        self.director = director
        self.mask = pygame.mask.from_surface(self.sheet.subsurface(self.sheetCoord[self.posIndex][self.posImageIndex]))
        
        # Better collisions this way
        self.rect.inflate_ip(-4, -6)
        self.atk_speed = PLAYER_ATTACK_SPEED

        self.selectedWpnNum = 0
        self.totalWpns = 0
        self.weapons = []
Example #13
0
 def __init__(self, x):
     idle = SpriteSheet("art/pl_shana.png").images_at([(0, 0, 300, 400)], colourkey=(0, 255, 0))
     walk = SpriteSheet("art/pl_shana_walk.png").images_at(
         [(0, 0, 300, 400), (300, 0, 300, 400), (600, 0, 300, 400), (900, 0, 300, 400)], colourkey=(0, 255, 0)
     )
     attack = SpriteSheet("art/pl_shana_attack1.png").images_at(
         [
             (0, 0, 400, 400),
             (400, 0, 400, 400),
             (800, 0, 400, 400),
             (1200, 0, 400, 400),
             (1600, 0, 400, 400),
             (2000, 0, 400, 400),
         ],
         colourkey=(0, 255, 0),
     )
     Character.__init__(self, x, idle, walk, attack)
     self.attacking = False
     self.attack_time = 0
     self.time_till_attack = 60
     self.damage = 20
Example #14
0
    def __init__(self,
                 display,
                 name,
                 mass=1.75,
                 position=Vector(),
                 is_dummy=False,
                 **kwargs):

        Character.__init__(self,
                           display,
                           name,
                           is_dummy=is_dummy,
                           mass=mass,
                           position=copy.copy(position),
                           **kwargs)
        self.width = 60
        self.height = 100
        self.bounding_shapes[0] = BoundingShape(
            [self.position.x, self.position.y, self.width, self.height])

        self.attacks = []
        self.manager = None
Example #15
0
 def createEnemy(self, level):
     name = getGnoblinName(level)
     statsFlag = False
     while statsFlag == False:
         STR = randint(1,8)-randint(1,6)
         DEX = randint(1,8)-randint(1,6)
         MND = randint(1,8)-randint(1,6)
         LCK = randint(1,8)-randint(1,6)
         if STR+DEX+MND >= 0:
             statsFlag = True
     armor = ["armor","Unarmored",0,0,0,None]
     weapon = ["weapon","melee","Unarmed",6,0]
     inventory = []
     hp = [0,0,0,0,0]
     hp[2] = 6
     hp[1] = randint(1,hp[2])+STR
     hp[0] = hp[1]
     hp[3] = 1
     ap = level*100 + (randint(0,99))
     description = "A depressingly small gnoblinoid."
     age = [randint(8,19),19+randint(1,30)]
     if MND >=5:
         manaEnabled = True
         mpTemp = randint(1,4)+MND
         mp = [mpTemp,mpTemp,4,1,0]
         ppTemp = randint(1,4)+MND
         pp = [ppTemp,ppTemp,4,1,0]
     else:
         manaEnabled = False
         mp = [0,0,0,0,0]
         pp = [0,0,0,0,0]
     #Create the foe.
     Character.__init__(self, name,STR,DEX,MND,LCK,weapon, armor, inventory, hp, level, ap, description, age, mp, pp, manaEnabled)
     #Stat Assignment
     for i in range(level):
         levelSelect = randint(1,5)
         self.levelUp(levelSelect)
Example #16
0
	def __init__(self, x, y, imageName, colorkey, coordsName, numImages, player, magicNumbers=(0, 0, 0, 0, 0, 0, 0, 0), director=None, *args):
		Character.__init__(self, x, y, imageName, colorkey, coordsName, numImages, magicNumbers, director)
		self.controller = MeleeController(self, player, director)
		self.rect = pygame.Rect(x, y, 10, 10)
		self.atk_speed = ENEMY_ATTACK_SPEED
		self.damageCooldown = 0
Example #17
0
 def __init__(self, name, description, hp, damage, drops, exp):
     self.hp = hp
     self.damage = damage
     self.drops = drops
     self.exp = exp
     Character.__init__(self, name, description)    
Example #18
0
	def __init__(self):
		Character.__init__(self);
		self.name = "goblin";
		self.health = 6;
		self.power = 22;
Example #19
0
class Monk(Character):
    def__init__(self, characterLevel, ):
        Character.__init__(self)
        self.aliveStatus = True
        self.attackList = ['attack1', 'attack2', 'attack3']
        self.attributes = {'Strength':'', 'Luck':'', 'IQ':'', 'Stealth':'', 'Speed':'', 'Chi':''}
Example #20
0
 def __init__(self, player):
     Character.__init__(self)
     self.name = 'a katappa'
     self.health = randint(1, player.health)
Example #21
0
 def __init__(self, unique_id, nickname):
     Character.__init__(self, unique_id, nickname, 'NWBCTY')
Example #22
0
from Character import Character
import time;
# Give the class a name...Hero
class Hero(object):
	# Call the init method which is built into classes
	# Pass itself so that we have a "this" to work with
	def __init__(self):
		# Define some class properties (attached to self)
    Character.__init__(self);
		self.name = "Michael";
		self.health = 10;
		self.power = 5;
	def alive(self):
		# this returns a boolean value
		return self.health > 0;
	def attack(self, enemy):
		print "%s attacks %s" % (self.name, enemy.name);
		enemy.take_damage(self.power);
		time.sleep(1.5);
		print "%s has done %d damage to %s" % (self.name, self.power, enemy.name)
	def take_damage(self, points_of_damage):
		self.health -= points_of_damage;
	def power_up(self):
		self.power += 5;
		print """%s decides to not attack this turn to contemplate the value of powering up vs attacking as is. %s decides that it is more important to power up this time. %s powers up!""" % (self.name, self.name, self.name);
	def dance(self):
		print "%s drops his weapon and starts dancing. Nothing useful comes from this" % (self.name);
		print """
quu..__
 $$$b  `---.__
  "$$b        `--.                          ___.---uuudP
Example #23
0
	def __init__(self):
		Character.__init__(self)
		self.name = 'goblin';
		self.health = 6;
		self.power = 2;
Example #24
0
 def __init__(self, x, y):
     Character.__init__(self, x, y)
     self.thread = threading.Thread(target=self.run)
     self.isAlive = False
Example #25
0
 def __init__(self, Name):
     Character.__init__(self, randint(20, 25), randint(14, 19),
                        randint(11, 19), randint(20, 22), 5, 30, Name)
Example #26
0
 def __init__(self):
     Character.__init__(self)
     self.name = "Shadow"
     self.health = 1
     self.power = 0
Example #27
0
    def charCreate(self):
        global gameState
        nameFlag = False
        while nameFlag == False:
            name = input("What should I call you?\n>")
            if len(name) > 15:
                print("That's quite a mouthful. Try shortening it.")
            else:
                nameFlag = True

        genderFlag = False
        while genderFlag == False:
            gender = input("Gender: Are you Male(M) or Female(F)?\n>").upper()
            gender = gender [0:1]
            if gender == "M" or gender == "F":
                genderFlag = True
            else:
                print("Please choose 'M' or 'F'.")

        raceFlag = False
        while raceFlag == False:
            race = "Human"
            print("You are a",race)
            raceFlag = True

        rollFlag = False
        rerollFlag = False
        rerolled = False
        while rollFlag == False:
            rolls = [randint(1,8)-randint(1,6),randint(1,8)-randint(1,6),randint(1,8)-randint(1,6)]
            LCK = randint(1,8)-randint(1,6)
            if sum(rolls) < 0:
                continue
            else:
                attributes = ["Strength", "Dexterity", "Mind"]
                statsChosen = [0,0,0]
                print("There are three stats: " + attributes[0] + ", " + attributes[1] + ", and " + attributes[2] + ".")
                for i in range(0, len(attributes)-1, 1):
                    flag = False
                    rerollFlag = False
                    while flag == False:
                        print("Your rolls are as follows: ", end="")
                        for j in range(0, len(rolls)-1, 1):
                            print(str(rolls[j]) + ", ", end="")
                        if len(rolls) != 1:
                            print("and ", end="")
                        print(rolls[len(rolls)-1])
                        statChoiceString = "Which stat would you like to assign to " + attributes[i] + "?"
                        if rerolled == False:
                            statChoiceString = statChoiceString + "\nPress 'r' to reroll your stats.(This can be done only once!)\n>"
                        else:
                            statChoiceString = statChoiceString + "\n>"
                        statChoice = input(statChoiceString)
                        if "r" in statChoice and rerolled == False:
                            rerollFlag = True
                            break
                        else:
                            rerollFlag = False
                        try:
                            statChoice = int(statChoice)
                        except:
                            print("Try again.")
                            continue
                        if statChoice in rolls:
                            rolls.remove(statChoice)
                            statsChosen[i] = statChoice
                            flag = True
                        else:
                            print("That's not one of your stats!")
                    if rerollFlag == True and rerolled == False:
                        break
                if rerollFlag == True and rerolled == False:
                    rerolled = True
                    continue
                statsChosen[2] = rolls[0]
                rolls = None
                rollFlag = True
        age = [0,30+randint(1,20)+randint(1,20)+randint(1,20)+randint(1,20)]
        ageFlag = False
        while ageFlag ==False:
            age[0] = input("Your maximum age is "+str(age[1])+". How old are you currently?\n>")
            try:
                age[0] = int(age[0])
                if age[0]>age[1]:
                    print("You would have died of old age!")
                elif age[0] < 0:
                    print("I'm not entirely sure you understand how age works.")
                elif age[0] < 8:
                    print("I'm not giving a sword to a child.\nWell, I'm not giving you a sword anyways, but you get the point.")
                else:
                    ageFlag = True
            except:
                print("An integer, please!")
        #name already set
        STR = statsChosen[0]
        DEX = statsChosen[1]
        MND = statsChosen[2]
        #LCK already set
        #inv type, weap type, name, damage die, to-hit
        weapon = ["weapon","melee","Unarmed",6,0]
        #inv type, name, AS, RR, RT, Max Dex
        armor = ["armor","Unarmored",0,0,0,None]
        inventory = [None]
        #Create an HP function here.
        #Temp,Max,Die,Rolls,Bonus
        hp = [0,0,0,0,0]
        hp[2] = 6
        hp[1] = randint(1,hp[2])+STR
        hp[0] = hp[1]
        hp[3] = 1
        level = 1
        ap = 0
        description = input("How would you describe your character?\n>")
        #Base attack stat: Default STR
        BAS = "STR"
        #Base defense stat: Default DEX
        BDS = "DEX"
        dodge = DEX+armor[2]
        if MND >=5:
            mpTemp = randint(1,4)+MND
            #Temp,Max,Die,Rolls,Bonus
            mp = [mpTemp,mpTemp,4,1,0]
            ppTemp = randint(1,4)+MND
            pp = [ppTemp,ppTemp,4,1,0]
            manaEnabled = True
        else:
            mp = [0,0,0,0,0]
            pp = [0,0,0,0,0]
            manaEnabled = False
        global player
        Character.__init__(self, name,STR,DEX,MND,LCK,weapon, armor, inventory, hp, level, ap, description, age, mp, pp, manaEnabled)
        print("A hero has risen!")
        gameState = "Running"
Example #28
0
 def __init__(self, x, y):
     Character.__init__(self, x, y)
Example #29
0
	def __init__(self):
		Character.__init__(self)
		self.name = "Incognito"
		self.health = 10;
		self.power = 5;
Example #30
0
 def __init__(self):
     Character.__init__(self)
     self.aliveStatus = True
     self.attributes = {'Strength':'', 'Luck':'', 'IQ':'', 'Stealth':'', 'Speed':'', 'Chi':''}
Example #31
0
 def __init__(self, Name):
     Character.__init__(self, randint(35, 40), randint(1, 8),
                        randint(29, 31), randint(1, 6), 5, 30, Name)
Example #32
0
 def __init__(self, player):
   Character.__init__(self)
   self.name = 'a goblin'
   self.health = randint(1, player.health)
Example #33
0
 def __init__(self, Name):
     Character.__init__(self, randint(25, 35), randint(19, 21),
                        randint(20, 22), randint(1, 7), 5, 30, Name)
Example #34
0
 def __init__(self, ):
     Character.__init__(self)
     self.attackList = []
Example #35
0
 def __init__(self, side):
     Character.__init__(self, side)
     self.route = None
Example #36
0
 def __init__(self, Name):
     Character.__init__(self, randint(15, 20), randint(28, 30),
                        randint(17, 22), randint(1, 7), 5, 30, Name)
Example #37
0
 def __init__(self):
     Character.__init__(self)
     # Define some class properties (attached to self)
     self.name = "Incognito"
     self.health = 10
     self.power = 5
Example #38
0
 def __init__(self, Name):
     Character.__init__(self, randint(15, 20), randint(32, 34),
                        randint(9, 14), randint(15, 17), 5, 30, Name)
Example #39
0
 def __init__(self, name="Merchant", health=20, shield=0, dodge=0,
              parry=0, criticalHit=1, mana=10, damageMin=1,
              damageMax=2, armor=0, xp=0, inventory=Inventory(),
              maxHealth=20):
     Character.__init__(self, name, health, shield, dodge, parry, criticalHit, mana, damageMin, damageMax, armor, xp, inventory)
Example #40
0
 def __init__(self):
     Character.__init__(self)
     self.state = 'normal'
     self.health = 10
     self.health_max = 10