def enter(player_obj, space_obj): art.display("bridge") if 'unlocked' in space_obj.options: print('#' * 100) print('You are at the bridge you unlocked earlier.') else: print('#' * 100) print( "You find a bridge, the gate is locked. Maybe you have something that will open it?" ) while True: q = input('What would you like to do? ') if q.lower().split(' ')[0] == 'unlock' or 'key' in q.lower( ) or 'open' in q.lower(): unlock(player_obj, space_obj) if q.lower().split(' ')[0] == 'jump' or 'climb' in q.lower(): jump(player_obj) break else: err, rtext = query.parse_movement(q) if err == False: if rtext == 'forward' and 'unlocked' not in space_obj.options: print( 'You are unable to travel forward as the gate is locked.' ) elif rtext == 'right' or rtext == 'left': sweptaway(player_obj) break else: player_obj.move(rtext) break
def jump(player_obj): print('') art.display("blood") print('#' * 100) print( "You tried jumping the gate, impaling yourself on a spike and falling on the other side. You don't make it very far before you collapse and die." ) player_obj.kill()
def enter(player_obj, space_obj): art.display("field") print('#' * 100) print('You are in a field. Tall grass surrounds you.') while True: q = input('What would you like to do? ') err, rtext = query.parse_movement(q) if err == False: player_obj.move(rtext) break
def enter(player_obj, space_obj): art.display("river") print('#' * 100) print('You are on the edge of a river, it is unsafe to cross.') while True: q = input('What would you like to do? ') err, rtext = query.parse_movement(q) if err == False: if rtext == 'forward' or rtext == 'right' or rtext == 'left': sweptaway(player_obj) break else: player_obj.move(rtext) break
def enter(player_obj, space_obj): art.display("field") print('#' * 100) print( 'You are in a field. Tall grass surrounds you. The ground seems to be recently disturbed.' ) while True: q = input('What would you like to do? ') err, rtext = query.parse_movement(q) if q.lower() == 'dig': dig(player_obj, space_obj) else: if err == False: player_obj.move(rtext) break
def enter(player_obj, space_obj): art.display("forest") print('#'*100) print("You are in a forest. Tall trees tower over you. You feel goosebumps on your skin, something doesn't feel right.") time.sleep(3) if random.random() < 0.45: if monster(player_obj, space_obj) == False: while True: q = input('What would you like to do? ') err, rtext = query.parse_movement(q) if err == False: player_obj.move(rtext) break else: while True: q = input('What would you like to do? ') err, rtext = query.parse_movement(q) if err == False: player_obj.move(rtext) break
def enter(player_obj, space_obj): if 'beardead' not in space_obj.options: art.display("bear") print('#'*100) print('Oh no! A bear! It appears to be aggressive and will not let you pass.') else: art.display("field") print('#'*100) print("This is where you shot the bear. Its carcass is starting to decay.") while True: q = input('What would you like to do? ') if q.lower().split(' ')[0] == 'shoot' or q.lower().split(' ')[0] == 'kill': shoot(player_obj, space_obj) else: err, rtext = query.parse_movement(q) if err == False: if rtext == 'right' and 'beardead' not in space_obj.options: bearattack(player_obj) break else: player_obj.move(rtext) break
def sweptaway(player_obj): print('') art.display("sweptaway") print('#' * 100) print("You've been swept away!") player_obj.kill()