Example #1
0
def main():
    colided_list = []
    level, screen, clock, fps, rect_list = set_config()
    group = RenderUpdates()
    heroine = Hero(100, 30, group)

    keys = {
        K_LEFT: False,
        K_RIGHT: False,
        K_UP: False,
        K_DOWN: False,
        K_RETURN: False,
        27: False,
        K_a: False
    }  # obs 27 = 'esc'

    pygame.display.flip()

    while True:
        clock.tick(fps)
        for event in pygame.event.get([KEYUP, KEYDOWN]):
            value = (event.type == KEYDOWN)
            if event.key in keys:
                keys[event.key] = value

        idx = heroine.rect.collidelist(rect_list)
        if idx != -1 and rect_list[idx] not in colided_list:
            colided_list.append(rect_list[idx])
            print rect_list[idx]
            if rect_list[
                    idx].x <= heroine.rect.x and heroine.rect.x <= rect_list[
                        idx].width:
                heroine.fsm.set_state("stand_still")
                heroine.cannot_move_to = None
                #import pdb; pdb.set_trace()
            else:
                heroine.cannot_move_to = heroine.fsm.side
        if idx == -1:
            heroine.fsm.set_state("fall")

        if keys[27]:  # tecla ESC
            pygame.quit()
            sys.exit()
        elif keys[K_LEFT] and heroine.cannot_move_to != "left":
            heroine.fsm.set_state("move")
            heroine.fsm.update("left")
        elif keys[K_RIGHT] and heroine.cannot_move_to != "right":
            heroine.fsm.set_state("move")
            heroine.fsm.update("right")
        elif keys[K_UP]:
            heroine.fsm.set_state("jump")
        elif keys[K_DOWN]:
            heroine.fsm.set_state("get_down")
        elif keys[K_a]:
            heroine.fsm.set_state("attack")
        heroine.fsm.auto_update()
        utils.clear_screen(level, screen)
        pygame.display.update(group.draw(screen))
Example #2
0
 def __init__(self):
     self.view = View()
     self.map = Map()
     self.hero = Hero()
     self.view.screen(self.map.playscreen)
     self.view.draw_hero(self.hero.x, self.hero.y, "down")
     self.view.canvas.bind("<Up>", self.move_up)
     self.view.canvas.bind("<Down>", self.move_down)
     self.view.canvas.bind("<Left>", self.move_left)
     self.view.canvas.bind("<Right>", self.move_right)
     self.enemies = [Skeletons(8, 10), Skeletons(7, 5), Boss(4, 4)]
     self.view.draw_enemies(self.enemies)
Example #3
0
    def __init__(self):
        self._running = None
        self._surface = None
        self._size = self.weight, self.height = 812, 650
        self._map = Map(50, (10, 10))
        self._player_turn = None
        self._image_library = None
        self._action = None
        self._marked = None
        self._lost = None

        pos_x, pos_y = self.get_start_position()
        self._hero = Hero(10, 5, 10, 10, 200, pos_x, pos_y)
Example #4
0
 def __init__(self):
     self.view = Visual()
     self.map = map.game_map
     self.hero = Hero()
     self.view.screen(self.map)
     self.view.draw_hero(self.hero.x, self.hero.y)
     self.view.draw_boss(4, 0)
     self.view.draw_skeleton(9, 0)
     self.view.draw_skeleton(9, 9)
     self.view.draw_skeleton(4, 6)
     self.view.canvas.bind('<Up>', self.move_up)
     self.view.canvas.bind('<Down>', self.move_down)
     self.view.canvas.bind('<Left>', self.move_left)
     self.view.canvas.bind('<Right>', self.move_right)
Example #5
0
 def __init__(self):
     self.view = View()
     self.map = Map()
     self.characters = Characters('anyadat')
     self.hero = Hero()
     self.skeleton = Skeleton()
     self.boss = Boss()
     self.view.draw_map(self.map.gamezone1)
Example #6
0
 def test_inits(self):
     char = C.Character('Grognak')
     # YOU MADE A CHARACTER
     self.assertIsInstance(char,C.Character)
     # You made a hero
     hero = H.Hero('Grognak', [20, 20])
     self.assertIsInstance(hero, H.Hero)
     # You made a monster
     monster = M.Monster('Goblin', 5, 5, 1)
     self.assertIsInstance(monster,M.Monster)
Example #7
0
def main():
    my_hero = Hero(name='Wencakisa',
                   title='Kingslayer',
                   health=100,
                   mana=100,
                   mana_regeneration_rate=2)
    my_enemy = Enemy(health=100, mana=100, damage=10)
    my_weapon = Weapon(name='Windcutter', damage=10)
    my_spell = Spell(name='Fireball', damage=7, mana_cost=4, cast_range=1)
    my_hero.equip(my_weapon)
    my_hero.learn(my_spell)

    while my_hero.is_alive() and my_enemy.is_alive():
        print(my_enemy.attack(enemy=my_hero))
        my_enemy.take_healing(healing_points=40)
        print(my_hero.attack(by='spell', enemy=my_enemy))
        print(my_hero.attack(by='weapon', enemy=my_enemy))
Example #8
0
def setup(keySet, resolution):
    hero = Hero({
        "Name": 'Hero',
        "Lvl": 1,
        "Exp": 0,
        "Atk": 3,
        "Def": 4,
        "Stam": 3,
        "Health": 25,
        "ExpPoint": 50,
        "Skills": [],
    })
    curMap = Map()
    level = Levels()
    makeWindow(hero, curMap, level, keySet, resolution)
Example #9
0
class GamePlay:

    def __init__(self):
        self.view = Visual()
        self.map = map.game_map
        self.hero = Hero()
        self.view.screen(self.map)
        self.view.draw_hero(self.hero.x, self.hero.y)
        self.view.draw_boss(4, 0)
        self.view.draw_skeleton(9, 0)
        self.view.draw_skeleton(9, 9)
        self.view.draw_skeleton(4, 6)
        self.view.canvas.bind('<Up>', self.move_up)
        self.view.canvas.bind('<Down>', self.move_down)
        self.view.canvas.bind('<Left>', self.move_left)
        self.view.canvas.bind('<Right>', self.move_right)

    def start(self):
        self.view.appear()

    def move_up(self, event):
        if self.hero.y-1<=11 and self.hero.y-1>=0:
            if self.map[self.hero.y-1][self.hero.x] == 0:
                self.hero.move_hero(0,-1)
                self.view.draw_hero(self.hero.x, self.hero.y, 'up')

    def move_down(self, event):
        if self.hero.y+1<=11 and self.hero.y+1>=0:
            if self.map[self.hero.y+1][self.hero.x] == 0:
                self.hero.move_hero(0,1)
                self.view.draw_hero(self.hero.x, self.hero.y, 'down')

    def move_left(self, event):
        if self.hero.x-1<=11 and self.hero.x-1>=0:
            if self.map[self.hero.y][self.hero.x-1] == 0:
                self.hero.move_hero(-1,0)
                self.view.draw_hero(self.hero.x, self.hero.y, 'left')

    def move_right(self, event):
        if self.hero.x+1<=11 and self.hero.x+1>=0:
            if self.map[self.hero.y][self.hero.x+1] == 0:
                self.hero.move_hero(1,0)
                self.view.draw_hero(self.hero.x, self.hero.y, 'right')
Example #10
0
class Game_play:
    def __init__(self):
        self.view = View()
        self.map = Map()
        self.hero = Hero()
        self.view.screen(self.map.playscreen)
        self.view.draw_hero(self.hero.x, self.hero.y, "down")
        self.view.canvas.bind("<Up>", self.move_up)
        self.view.canvas.bind("<Down>", self.move_down)
        self.view.canvas.bind("<Left>", self.move_left)
        self.view.canvas.bind("<Right>", self.move_right)
        self.enemies = [Skeletons(8, 10), Skeletons(7, 5), Boss(4, 4)]
        self.view.draw_enemies(self.enemies)

    def start(self):
        self.view.show()

    def valid_move(self, cell_x, cell_y):
        if cell_x in range(0, 10) and cell_y in range(0, 11):
            if self.map.playscreen[cell_y][cell_x] == 0:
                return True
        else:
            return False

    def move_up(self, event):
        if self.valid_move(self.hero.x, self.hero.y - 1):
            self.hero.move_hero(0, -1)
        self.view.draw_hero(self.hero.x, self.hero.y, "up")

    def move_down(self, event):
        if self.valid_move(self.hero.x, self.hero.y + 1):
            self.hero.move_hero(0, 1)
        self.view.draw_hero(self.hero.x, self.hero.y, "down")

    def move_left(self, event):
        if self.valid_move(self.hero.x - 1, self.hero.y):
            self.hero.move_hero(-1, 0)
        self.view.draw_hero(self.hero.x, self.hero.y, "left")

    def move_right(self, event):
        if self.valid_move(self.hero.x + 1, self.hero.y):
            self.hero.move_hero(1, 0)
        self.view.draw_hero(self.hero.x, self.hero.y, "right")
Example #11
0
    def test_hero_methods(self):
        # check that the set_starter_stats consistently sets the stats
        hero1 = H.Hero('Grognak', [1, 1])
        hero1.set_starter_stats()
        self.assertTrue(hero1.current_hp,10)
        self.assertTrue(hero1.max_hp, 10)
        self.assertTrue(hero1.armor, 1)
        self.assertTrue(hero1.strength, 3)
#         Check that leveling works
        hero1.gain_xp(101)
        self.assertEqual(hero1.xp, 101)
        self.assertEqual(hero1.level, 2)
        # Check that set_opened_save_stats does the same
        hero1.set_opened_save_stats(8, 16, 3, 4, 150, 2, 1, 200, 23, 24)
        self.assertEqual(hero1.current_hp,8)
        self.assertEqual(hero1.max_hp, 16)
        self.assertEqual(hero1.armor, 3)
        self.assertEqual(hero1.strength, 4)
        self.assertEqual(hero1.xp, 150)
        self.assertEqual(hero1.level, 2)
        self.assertEqual(hero1.money, 1)
        self.assertEqual(hero1.next_level, 200)
        self.assertEqual(hero1.hero_pos, [23, 24])
        # check for hp gains
        hero1.gain_hp_from_rest(True)
        self.assertEqual(hero1.current_hp, 12)
        # check that not only does this heal, but not more than it should
        hero1.gain_hp_from_rest(False)
        self.assertEqual(hero1.current_hp, 14)
        # make sure 'overhealing' isnt possible
        hero1.gain_hp_from_rest(True)
        self.assertEqual(hero1.current_hp, 16)

        monster = M.Monster('Goblin', 5, 5, 1)
        monster.attack_enemy(hero1)
        # The goblin is too weak to harm the hero.
        self.assertEqual(hero1.current_hp,16)
        # The reverse is not true however
        hero1.attack_enemy(monster)
        self.assertLess(monster.current_hp, 1)
Example #12
0
def init_hero():
    hero = Hero(gameDisplay, 175, 450)
    # With his mighty hammer
    hero.equip(Hammer())
    return hero
Example #13
0
#Initialize pygame
pygame.init()

#Initialize and play the song
pygame.mixer.music.load(MUSIC_PATH)
pygame.mixer.music.play()

#Create window
screen = pygame.display.set_mode(SCREEN_SIZE)

#Create labyrinth
board_game = Labyrinth(TILE_IMAGE_PATH, WALL_IMAGE_PATH, MODEL_PATH)
board_game.initialize_labyrinth(screen)

#Create characters
macgyver = Hero(HERO_IMAGE_PATH, MACGYVER_COORDINATES)
the_guardian = Guardian(GUARDIAN_IMAGE_PATH, GUARDIAN_COORDINATES)

#Create items
needle = Item(NEEDLE_IMAGE_PATH, board_game)
plastic_tube = Item(PLASTIC_TUBE_IMAGE_PATH, board_game)
ether = Item(ETHER_IMAGE_PATH, board_game)

#The game loop
while ACTIVE:

    #If the music stops, it starts again
    if pygame.mixer.music.get_busy() == False:
        pygame.mixer.music.play()

    #Display the game
Example #14
0
def generate_hero():
    level = randint(1, 500)
    b = Hero("Superwoman", level)
    return b
Example #15
0
def main():

    pygame.init()
    size = [SCREEN_WIDTH, SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)

    pygame.display.set_caption("Ducking Ork Hunt")

    sprite_list = [(0, 97, 32, 47), (32, 97, 32, 47), (64, 97, 32, 47),
                   (96, 97, 32, 47)]
    hero = Hero('.//characters//green_mage.png', sprite_list)

    hud = pygame.image.load(
        os.path.join('.//HUD//SleekBars_empty.png')).convert()

    level_list = []
    level_list.extend([Training_ground(hero)])

    level_number = 0
    current_level = level_list[level_number]

    active_elements = pygame.sprite.Group()
    hero.ground = current_level
    hero.rect.x = 100
    hero.rect.bottom = SCREEN_HEIGHT - 70 - 100
    active_elements.add(hero)
    clock = pygame.time.Clock()
    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if hero.inactive_time:
                break

            if event.type == pygame.QUIT:
                gameExit = True

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    hero.move_left()
                elif event.key == pygame.K_d:
                    hero.move_right()
                elif event.key == pygame.K_w:
                    hero.jump()
                elif event.key == pygame.K_LSHIFT:
                    hero.cast(Fire_lion)
                elif event.key == pygame.K_KP6:
                    hero.cast(Fireball, 'R')
                elif event.key == pygame.K_KP9:
                    hero.cast(Fireball, 'RU')
                elif event.key == pygame.K_KP3:
                    hero.cast(Fireball, 'RD')
                elif event.key == pygame.K_KP4:
                    hero.cast(Fireball, 'L')
                elif event.key == pygame.K_KP7:
                    hero.cast(Fireball, 'LU')
                elif event.key == pygame.K_KP1:
                    hero.cast(Fireball, 'LD')
                elif event.key == pygame.K_KP0:
                    hero.cast(Ice_spikes)
                elif event.key == pygame.K_q:
                    hero.drink_potion('mana')
                elif event.key == pygame.K_e:
                    hero.drink_potion('health')
                elif event.key == pygame.K_RETURN:
                    hero.use(clock, screen)

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_a:
                    hero.stop()
                elif event.key == pygame.K_d:
                    hero.stop()

            if event.type == pygame.KEYUP and event.key == pygame.K_SPACE:
                hero.teleporta()

        active_elements.update()
        current_level.update()

        hero.world_shift()

        current_level.draw(screen)
        screen.blit(hud, (35, 35))
        hero.hud_draw(screen)
        active_elements.draw(screen)

        clock.tick(60)

        pygame.display.flip()

    pygame.quit()
Example #16
0
from characters import Monster, Hero, Gorgon

from random import randint


def roll(sides):
    return randint(1, sides)


if __name__ == "__main__":
    monster = Gorgon("Medussa", "stone gaze", 100, 100)
    hero = Hero("Perseus", "winged sandals", 100, 100)
    print(str(monster) + " vs. " + str(hero))
    #  roll for the hero

    count = 0
    while not hero.is_dead() and not monster.is_dead():
        health = roll(12)
        manna = roll(12)
        hero.hit(monster, health, manna)
        if monster.is_dead():
            print("Hooray the monster is dead after ", count, " rolls")
        health = roll(12)
        manna = roll(12)
        monster.hit(hero, health, manna)
        if hero.is_dead():
            print("Boo hoo the hero is dead after ", count, " rolls")
        count += 1
Example #17
0
def main():
    level, screen, clock, fps = set_config()
    group = RenderUpdates()
    heroine = Hero(20, 140, "elisa", group)

    keys = {
        K_LEFT: False,
        K_RIGHT: False,
        K_UP: False,
        K_DOWN: False,
        K_RETURN: False,
        27: False,
        K_a: False
    }  # obs 27 = 'esc'

    pygame.display.flip()
    while True:
        clock.tick(fps)

        for e in pygame.event.get([KEYUP, KEYDOWN]):
            valor = (e.type == KEYDOWN)
            if e.key in keys.keys():
                keys[e.key] = valor

        if keys[27]:  # tecla ESC
            pygame.quit()
            sys.exit()
        if heroine.attacking:
            heroine.animate_attack()
        elif keys[K_LEFT]:
            heroine.move("left")
        elif keys[K_RIGHT]:
            heroine.move("right")
        elif keys[K_UP]:
            heroine.jump()
        elif keys[K_DOWN]:
            heroine.get_down()
        elif keys[K_a]:
            heroine.attack()
        #heroine.is_jumping(gravity)

        utils.clear_screen(level, screen)
        pygame.display.update(group.draw(screen))
Example #18
0
characters = [
    Character('cat', 50, 15, kitten),
    Character('dog', 70, 10, pooch),
    Character('chicken', 60, 20, c**k),
    Character('dragon', 150, 40, viper),
    Character('tiger', 100, 30, tigress)
]
'''
heroes = [
    Hero('Alexa', 400, 35, 'agility', 3, 5, 2, assasin),
    Hero('Max', 650, 30, 'strength', 6, 3, 1, warrior),
    Hero('Furion', 350, 25, 'intelligence', 2, 4, 7, prophet)
]
'''
thief = Hero('Alexa', 400, 35, 'agility', 3, 5, 2, assasin)
defender = Hero('Maximus', 650, 30, 'strength', 6, 3, 1, warrior)
prophet = Hero('Furion', 350, 25, 'intelligence', 2, 4, 7, prophet)

create_5_monsters_no_prop = (np.random.choice(characters, 5).tolist())
print(create_5_monsters_no_prop, end='\n' + '*' * 30 + '\n')

monster_creater = Monster_creater(characters, properties)
create_25_monsters = [monster_creater.generate_monster() for i in range(25)]
print(create_25_monsters)

potion = Health_potion('potion of healing', 30)
thief.inventory.add_item(potion)
thief.inventory.add_item(potion)
thief.inventory.add_item(potion)
print(thief.inventory)
Example #19
0
class App(object):
    """Główna klasa gry odpowiedzialna za rozgrywkę"""
    def __init__(self):
        self._running = None
        self._surface = None
        self._size = self.weight, self.height = 812, 650
        self._map = Map(50, (10, 10))
        self._player_turn = None
        self._image_library = None
        self._action = None
        self._marked = None
        self._lost = None

        pos_x, pos_y = self.get_start_position()
        self._hero = Hero(10, 5, 10, 10, 200, pos_x, pos_y)

    def init(self):
        """startowa inicjalizacja potrzebnych zmiennych"""
        pygame.init()
        pygame.display.set_caption('Rogal')
        self._surface = pygame.display.set_mode(self._size)
        self._running = True
        self.load_images()
        MUSIC.load_music()
        MUSIC.play_music()

        pygame.key.set_repeat(5, 50)  #(delay, interval) in milisec
        self._lost = False

    def execute(self):
        """głowna pętla"""
        self.init()
        self._player_turn = True

        while self._running:

            for event in pygame.event.get():
                self.event(event)

            # wykonaj przechwycona akcje
            if not self._player_turn:
                self.player_action()
                self.enemy_turn()
            if not self._lost:
                self.render()
            else:
                pygame.draw.rect(self._surface, (0, 0, 0), (0, 0, 812, 650))
                Auxil.write(self._surface, "GAME OVER", 34, 300, 240)

                pygame.display.update()

    def event(self, event):
        """
        Obsługa eventów:
            -wciśniętych klawiszy
            -muzyki
            -wyjścia z gry
        """

        if event.type == pygame.QUIT:
            self._running = False

        if event.type == pygame.KEYDOWN:
            if self._player_turn:

                if event.key == LOC.K_UP or event.key == LOC.K_w:
                    if self._hero.y > 0\
                            and self._map[self._hero.x,
                                          self._hero.y-1][0] != '_'\
                            and self._map[self._hero.x,
                                          self._hero.y-1][0] != 'w'\
                            and self._map[self._hero.x,
                                          self._hero.y-1][2] != 'bf':
                        self._action = 'w'
                        self._player_turn = False

                if event.key == LOC.K_DOWN or event.key == LOC.K_s:
                    if self._hero.y < self._map.size[1]-1\
                            and self._map[self._hero.x,
                                          self._hero.y+1][0] != '_'\
                            and self._map[self._hero.x,
                                          self._hero.y+1][0] != 'w'\
                            and self._map[self._hero.x,
                                          self._hero.y+1][2] != 'bf':
                        self._action = 's'
                        self._player_turn = False

                if event.key == LOC.K_LEFT or event.key == LOC.K_a:
                    if self._hero.x > 0\
                            and self._map[self._hero.x-1,
                                          self._hero.y][0] != '_'\
                            and self._map[self._hero.x-1,
                                          self._hero.y][0] != 'w'\
                            and self._map[self._hero.x-1,
                                          self._hero.y][2] != 'bf':
                        self._action = 'a'
                        self._player_turn = False

                if event.key == LOC.K_RIGHT or event.key == LOC.K_d:
                    if self._hero.x < self._map.size[0]-1\
                            and self._map[self._hero.x+1,
                                          self._hero.y][0] != '_'\
                            and self._map[self._hero.x+1,
                                          self._hero.y][0] != 'w'\
                            and self._map[self._hero.x+1,
                                          self._hero.y][2] != 'bf':
                        self._action = 'd'
                        self._player_turn = False

                #added picking up items
                if event.key == LOC.K_RCTRL or event.key == LOC.K_e:
                    if self._map[self._hero.position][1] is not None:
                        # pick up - add to backpack
                        for item in self._map[self._hero.position][1]:
                            self._hero.equipment.add_to_backpack(item)
                        # delete item from the floor
                        self._map[self._hero.position][1] = None
                        print self._hero.equipment.backpack  # debug

            if event.key == LOC.K_ESCAPE:  #quit
                self._running = False

            if event.key == LOC.K_m:  #volume up
                if MUSIC.volume <= 1:
                    MUSIC.volume += 0.05
                    pygame.mixer.music.set_volume(MUSIC.volume)

            if event.key == LOC.K_n:  #volume down
                if MUSIC.volume >= 0:
                    MUSIC.volume -= 0.05
                    pygame.mixer.music.set_volume(MUSIC.volume)

        if event.type == pygame.USEREVENT + 1:
            print(MUSIC.song_num, "song ended")
            MUSIC.play_music()

        if event.type == pygame.MOUSEBUTTONDOWN:

            if event.button == 1:
                po_x, po_y = pygame.mouse.get_pos()
                # mouse pointer in the equipment zone
                if po_x >= 610 and po_y >= 100 and po_y <= 100 + 4 * 40:
                    (square_x, square_y) = ((po_x - 610) / 40,
                                            (po_y - 100) / 40)
                    if not self._marked == (square_x, square_y):
                        # if not already marked
                        self._marked = (square_x, square_y)
                    else:
                        # swap item with wearing
                        bp_place = square_y * 5 + square_x
                        if bp_place < self._hero.equipment.backpack_len():
                            self._hero.equipment.use_item(bp_place)
                            self._marked = None

                # mouse on lvl buttons
                if self._hero._skill_points != 0 \
                        and po_x >= 780 and po_x <= 780 + 16 \
                        and po_y >= 275 and po_y <= 275 + 5*16:
                    num = (po_y - 275) / 16
                    if num == 0:
                        self._hero.add_hp()
                    elif num == 1:
                        self._hero.add_attack()
                    elif num == 2:
                        self._hero.add_defense()
                    elif num == 3:
                        self._hero.add_strength()
                    elif num == 4:
                        self._hero.add_dexterity()

    def render(self):
        """odpowiedzialne za wyświetlanie"""

        if self._hero.x < 9:
            x_o = 0

        elif self._hero.x > self._map.size[0] - 9 - 1:
            x_o = self._map.size[0] - 19

        else:
            x_o = self._hero.x - 9

        if self._hero.y < 9:
            y_o = 0

        elif self._hero.y > self._map.size[1] - 9 - 1:
            y_o = self._map.size[1] - 19

        else:
            y_o = self._hero.y - 9

        floor_list = [
            self._image_library["texture18.png"],
            self._image_library["texture16.png"],
            self._image_library["texture15.png"]
        ]
        wall = self._image_library["texture17.png"]

        for y in xrange(19):
            for x in xrange(19):
                pos = self._map[(x_o + x), (y_o + y)]
                # ściana
                if pos[0] == 'w':
                    self._surface.blit(wall, (x * 32, y * 32))

                # podloga
                elif pos[0] != '_':
                    i = pos[0]
                    self._surface.blit(floor_list[i % 3], (x * 32, y * 32))

                # pustka
                else:
                    pygame.draw.rect(self._surface, (0, 0, 0),
                                     (x * 32, y * 32, 32, 32))

                # item
                if pos[1] is not None:

                    for item in pos[1]:
                        self._surface.blit(self._image_library[item.sprite],
                                           (x * 32, y * 32))

                # hero
                if (x_o + x, y_o + y) == self._hero.position:
                    self._surface.blit(self._image_library["hero.png"],
                                       (x * 32, y * 32))

                # enemy or fountain:
                if pos[2] == "rf":
                    self._surface.blit(self._image_library["redfountain.png"],
                                       (x * 32, y * 32))
                elif pos[2] == "bf":
                    self._surface.blit(self._image_library["bluefountain.png"],
                                       (x * 32, y * 32))
                elif pos[2] is not None:
                    self._surface.blit(self._image_library[pos[2].sprite],
                                       (x * 32, y * 32))

                # vision
                if not self.check_view(x_o + x, y_o + y):
                    self._surface.blit(self._image_library["black.png"],
                                       (x * 32, y * 32))

        # volume visual
        self._surface.blit(self._image_library["speaker.png"], (0, 612))
        light_straps = (0, 96, 0)
        dark_straps = (0, 32, 0)
        wid = 5

        for strap in xrange(20):

            if strap < MUSIC.volume * 20:
                pygame.draw.rect(
                    self._surface, light_straps,
                    (20 + strap * wid, 650 - strap * 2, wid - 1, strap * 2))

            else:
                pygame.draw.rect(
                    self._surface, dark_straps,
                    (20 + strap * wid, 650 - strap * 2, wid - 1, strap * 2))

        # nadpisuje czarnym tłem
        pygame.draw.rect(self._surface, (0, 0, 0), (610, 0, 200, 650))

        # prawa strona
        Auxil.do_nice_outlines(self._surface)
        Auxil.write(self._surface, "EQ", 22, 700, 0)
        Auxil.write(self._surface, "Backpack", 22, 660, 80)
        Auxil.write(self._surface, "Stats:", 14, 615, 240 + 20)
        Auxil.write(self._surface, "HP", 14, 615, 240 + 35)  # +15 pix pionowo
        Auxil.write(self._surface, "Attack", 14, 615, 240 + 50)
        Auxil.write(self._surface, "Defense", 14, 615, 240 + 65)
        Auxil.write(self._surface, "Strength", 14, 615, 240 + 80)
        Auxil.write(self._surface, "Dexterity", 14, 615, 240 + 95)
        Auxil.write(self._surface, "Armor", 14, 615, 240 + 110)
        Auxil.write(self._surface, "Exp", 14, 615, 240 + 125)

        #,240 + 15*i)
        Auxil.write(self._surface, str(floor(self._hero.hp)), 14, 690, 275)
        Auxil.write(self._surface, str(self._hero.attack), 14, 690, 290)
        Auxil.write(self._surface, str(self._hero.defense), 14, 690, 305)
        Auxil.write(self._surface, str(self._hero.strength), 14, 690, 320)
        Auxil.write(self._surface, str(self._hero.dexterity), 14, 690, 335)
        Auxil.write(self._surface, str(self._hero.armor.durability), 14, 690,
                    350)
        Auxil.write(self._surface, str(self._hero.exp), 14, 690, 365)

        Auxil.write(self._surface, "Requirements:", 14, 615, 395)
        Auxil.write(self._surface, "Strength", 14, 615, 410)
        Auxil.write(self._surface, "Dexterity", 14, 615, 425)
        if self._marked is not None:
            mark = self._marked[0] + self._marked[0] * 5
            back = self._hero.equipment.backpack
            if mark < len(back):
                Auxil.write(self._surface, str(back[mark]._requirements[0]),
                            14, 690, 410)
                Auxil.write(self._surface, str(back[mark]._requirements[1]),
                            14, 690, 425)

        z = 4
        eq = self._hero.equipment
        if eq.weapon is not None:
            self._surface.blit(self._image_library[eq.weapon.sprite],
                               (612 + z, 22 + z))
        if eq.suit is not None:
            self._surface.blit(self._image_library[eq.suit.sprite],
                               (612 + z + 40, 22 + z))

        # backpack
        i = 0
        for item in eq.backpack:
            self._surface.blit(self._image_library[item.sprite],
                               (612 + z + (i % 5) * 40, 102 + z +
                                (i / 5) * 40))
            i += 1

        # buttons
        if self._hero.skill_points > 0:
            for but in xrange(5):
                self._surface.blit(self._image_library["button.png"],
                                   (780, 275 + but * 16))

        pygame.display.update()

    def check_view(self, x, y):
        """sprawdza zasieg wzroku"""
        view = ceil(sqrt((self._hero.x - x)**2 + (self._hero.y - y)**2))
        return view <= HORIZON

    def load_images(self):
        """wczytuje sprity"""
        path = r"./items/"
        item_list = Auxil.files("items")
        self._image_library = {}

        for item in item_list:
            uni_path = path.replace('/', os.sep).replace('\\', os.sep)
            #universal path, also works: os.path.join('','')
            self._image_library[item] = pygame.image.load(uni_path + item)\
                .convert_alpha()

    def player_action(self):
        """
        Sprawdza ostatnią akcję gracza
        w zależności od tego czy nachodzimy
        atakuje lub po prostu się przemieszcza
        """

        if self._action == 'w':

            action_pos = self._map[self._hero.x, self._hero.y - 1]
            # brak wroga
            if action_pos[2] is None:
                self._hero.change_y(-1)

            # atak
            elif action_pos[2] == "rf":
                self._hero.restore_hp(95)
                self._hero.gain_exp(100)
                action_pos[2] = "bf"
            else:
                print "gracz atakuje"
                Auxil.write(self._surface, "gracz atakuje", 14, 615, 600)
                result = self._hero.do_attack(action_pos[2])

                if result:
                    self._hero.gain_exp(action_pos[2].give_exp())
                    loot = action_pos[2].leave_items()

                    if loot is not None:
                        if action_pos[1] is None:
                            action_pos[1] = [loot]

                        else:
                            action_pos[1].append(loot)

                    action_pos[2] = None

        if self._action == 's':

            action_pos = self._map[self._hero.x, self._hero.y + 1]
            if action_pos[2] is None:
                self._hero.change_y(1)

            elif action_pos[2] == "rf":
                self._hero.restore_hp(95)
                self._hero.gain_exp(100)
                action_pos[2] = "bf"
            else:
                print "gracz atakuje"
                Auxil.write(self._surface, "gracz atakuje", 14, 615, 600)
                result = self._hero.do_attack(action_pos[2])

                if result:
                    self._hero.gain_exp(action_pos[2].give_exp())
                    loot = action_pos[2].leave_items()

                    if loot is not None:
                        if action_pos[1] is None:
                            action_pos[1] = [loot]

                        else:
                            action_pos[1].append(loot)

                    action_pos[2] = None

        if self._action == 'a':

            action_pos = self._map[self._hero.x - 1, self._hero.y]
            if action_pos[2] is None:
                self._hero.change_x(-1)

            elif action_pos[2] == "rf":
                self._hero.restore_hp(95)
                self._hero.gain_exp(100)
                action_pos[2] = "bf"
            else:
                print "gracz atakuje"
                Auxil.write(self._surface, "gracz atakuje", 14, 615, 600)
                result = self._hero.do_attack(action_pos[2])

                if result:
                    self._hero.gain_exp(action_pos[2].give_exp())
                    loot = action_pos[2].leave_items()
                    if loot is not None:
                        if action_pos[1] is None:
                            action_pos[1] = [loot]

                        else:
                            action_pos[1].append(loot)

                    action_pos[2] = None

        if self._action == 'd':

            action_pos = self._map[self._hero.x + 1, self._hero.y]
            if action_pos[2] is None:
                self._hero.change_x(1)

            elif action_pos[2] == "rf":
                self._hero.restore_hp(95)
                self._hero.gain_exp(100)
                action_pos[2] = "bf"
            else:
                print "gracz atakuje"
                Auxil.write(self._surface, "gracz atakuje", 14, 615, 600)
                result = self._hero.do_attack(action_pos[2])

                if result:
                    self._hero.gain_exp(action_pos[2].give_exp())
                    loot = action_pos[2].leave_items()

                    if loot is not None:

                        if action_pos[1] is None:
                            action_pos[1] = [loot]

                        else:
                            action_pos[1].append(loot)

                    action_pos[2] = None

    def enemy_turn(self):
        """
        Symulacja tury przeciwników.
        W praktyce poruszają się tylko ci w zasięgu naszego wzroku
        """

        enemy_list = []

        # szukamy przeciwników w zasięgu wzroku
        hero_x = self._hero.x
        hero_y = self._hero.y
        for i in xrange(-HORIZON, HORIZON):
            for j in xrange(-HORIZON, HORIZON):
                if not (not (hero_x + i >= 0) or not (hero_x + j >= 0)
                        or not (hero_x + i < self._map.size[0])
                        or not (hero_y + j < self._map.size[1])
                        or not (self._map[(hero_x + i),
                                          (hero_y + j)][2] is not None)
                        or not (self._map[(hero_x + i),
                                          (hero_y + j)][2] != "rf")
                        or not (self._map[(hero_x + i),
                                          (hero_y + j)][2] != "bf")):
                    enemy_list.append(self._map[(hero_x + i), (hero_y + j)][2])

        # to tylko tymczasowo do debugu:
        if len(enemy_list) > 0:  # jak pusta to po co pisac?
            print "w poblizu mamy: ", enemy_list

        # ruszamy enemy
        for enemy in enemy_list:

            x_enemy, y_enemy = enemy.position

            x_distance = hero_x - x_enemy
            y_distance = hero_y - y_enemy

            is_moved = False

            # sprawdzamy czy można zaatakować i ewentualnie atakujemy:
            x_distance = hero_x - enemy.x
            y_distance = hero_y - enemy.y

            if abs(x_distance) == 1 and y_distance == 0 \
                    or x_distance == 0 and abs(y_distance) == 1:
                print "potwor atakuje"
                Auxil.write(self._surface, "potwor atakuje", 14, 615,
                            240 + 130)

                is_moved = True

                self._lost = enemy.do_attack(self._hero)

            if not is_moved:

                if (x_distance > 1 or
                    (x_distance == 1 and abs(y_distance) == 1))\
                        and self._map[x_enemy+1, y_enemy][2] is None\
                        and self._map[x_enemy+1, y_enemy][0] != 'w'\
                        and self._map[x_enemy+1, y_enemy][0] != '_':
                    enemy.change_position((x_enemy + 1, y_enemy))
                    self._map[x_enemy, y_enemy][2] = None
                    self._map[x_enemy + 1, y_enemy][2] = enemy
                    is_moved = True

                elif (x_distance < -1 or
                      (x_distance == -1 and abs(y_distance) == 1))\
                        and self._map[x_enemy-1, y_enemy][2] is None\
                        and self._map[x_enemy-1, y_enemy][0] != 'w'\
                        and self._map[x_enemy-1, y_enemy][0] != '_':
                    enemy.change_position((x_enemy - 1, y_enemy))
                    self._map[x_enemy, y_enemy][2] = None
                    self._map[x_enemy - 1, y_enemy][2] = enemy
                    is_moved = True

            if not is_moved:

                if (y_distance > 1 or
                    (y_distance == 1 and abs(x_distance) == 1))\
                        and self._map[x_enemy, y_enemy+1][2] is None\
                        and self._map[x_enemy, y_enemy+1][0] != 'w'\
                        and self._map[x_enemy, y_enemy+1][0] != '_':
                    enemy.change_position((x_enemy, y_enemy + 1))
                    self._map[x_enemy, y_enemy][2] = None
                    self._map[x_enemy, y_enemy + 1][2] = enemy
                    is_moved = True

                elif (y_distance < -1 or
                      (y_distance == -1 and abs(x_distance) == 1))\
                        and self._map[x_enemy, y_enemy-1][2] is None\
                        and self._map[x_enemy, y_enemy-1][0] != 'w'\
                        and self._map[x_enemy, y_enemy-1][0] != '_':
                    enemy.change_position((x_enemy, y_enemy - 1))
                    self._map[x_enemy, y_enemy][2] = None
                    self._map[x_enemy, y_enemy - 1][2] = enemy
                    is_moved = True

        self._player_turn = True

    def get_start_position(self):
        """Zwraca prawidłową, losową pozycję startową dla naszego bohatera"""

        map_size = self._map.size
        x = randint(0, map_size[0] - 1)
        y = randint(0, map_size[1] - 1)

        while self._map[x, y][0] == 'w' \
                or self._map[x, y][0] == '_' \
                or self._map[x, y][2] is not None:
            x = randint(0, map_size[0] - 1)
            y = randint(0, map_size[1] - 1)

        return x, y
Example #20
0
def main():
    root = Tk()
    root.title("Tom's wanderer game")
    canvas = Canvas(root, width=600, height=600)

    # importing pictures
    hero_down = PhotoImage(file="images/hero-down.png")
    hero_up = PhotoImage(file="images/hero-up.png")
    hero_left = PhotoImage(file="images/hero-left.png")
    hero_right = PhotoImage(file="images/hero-right.png")

    #instasiating objects
    hero = Hero(0, 0, hero_down)
    game = Game(hero)

    #  function that can be called when a key pressing happens
    m = Utils.matrix

    def on_key_press(e):
        def coords(char):
            x, y = char.get_coordinates()
            x, y = int(x / 60), int(y / 60)
            return x, y

        try:
            if e.keycode == 83 and m[coords(hero)[1] + 1][coords(
                    hero)[0]] != 1 and coords(hero)[1] <= 9:  #down
                hero.set_coordinatesY(60)
                hero.set_image(hero_down)
            elif e.keycode == 87 and m[coords(hero)[1] - 1][coords(
                    hero)[0]] != 1 and coords(hero)[1] > 0:  #up
                hero.set_coordinatesY(-60)
                hero.set_image(hero_up)
            elif e.keycode == 65 and m[coords(hero)[1]][
                    coords(hero)[0] - 1] != 1 and coords(hero)[0] > 0:  #left
                hero.set_coordinatesX(-60)
                hero.set_image(hero_left)
            elif e.keycode == 68 and m[coords(hero)[1]][
                    coords(hero)[0] + 1] != 1 and coords(hero)[0] <= 9:  #right
                hero.set_coordinatesX(60)
                hero.set_image(hero_right)
        except (IndexError):
            pass
        #exit
        if e.keycode == 27:
            root.destroy()
        #battle
        opponent = False
        for char in game.get_characters():
            if e.keycode == 32 and coords(hero) == coords(char):
                opponent = hero.battle(char)
        if opponent:
            game.remove_character(opponent)
        #initialise new game object and level up characters
        if game.get_char_length() < 1:
            new_level()
            game.create_monsters()
            game.level_up_chars(hero.level)
            hero.x = 0
            hero.y = 0
            hero.set_image(hero_down)

        canvas.delete("all")
        stats()
        draw_canvas()

# binding key press events

    canvas.bind("<KeyPress>", on_key_press)
    canvas.pack()

    # draw the canvas
    def draw_canvas():
        game.draw(canvas)
        game.draw_character(canvas)
        hero.draw_character(canvas)

    draw_canvas()
    canvas.focus_set()

    #game stats
    canvas2 = Canvas(root, width=600, height=30)

    def stats():
        canvas2.create_rectangle(0, 0, 600, 30, fill="grey")
        text = f"Hero (Level: {hero.level}) HP: {int(hero.HP)}/38 | DP: {hero.DP} | SP: {hero.SP}"
        canvas_text = canvas2.create_text(10,
                                          10,
                                          text=text,
                                          font=('freemono bold', 11),
                                          anchor=NW)
        canvas2.pack()


#level up function

    def new_level():
        hero.level_up()
        chance = random.random()
        if chance <= 0.1:
            hero.set_HP = hero.maxHP
        if 0.1 < chance <= 0.4:
            hero.set_HP = hero.maxHP / 3
        if chance >= 0.5:
            hero.set_HP = hero.maxHP * 0.1

    root.mainloop()
Example #21
0
def create_hero():
    print('A quest has emerged and a new hero must answer the call.  Who will answer the challenge and will they rise to glory or end in defeat.')
    return Hero(100, 5)