Example #1
0
def buy_sell(screen, buyer, seller, n, msg1, msg2):
    display.init_colors()
    inp = 0
    a_row = 2
    cur_row = 2
    for i in seller.inventory:
        i.cost_str = str(i.cost)

    while inp != 27:
        screen.clear()
        a_row = invlib.arrow(a_row, inp, len(seller.inventory))
        if invlib.exit_selected(seller.inventory, inp, a_row):
            break
        elif inp == 10:
            selected_item = seller.inventory[a_row - 2]
            new_msg = msg2
            if msg2 == "You bought ":
                new_msg = msg2 + selected_item.name
            trade(buyer, seller, selected_item, new_msg,
                  screen)  #"\"Thanks! Here is your gold\""
        display.display_store(
            cur_row, a_row, screen, buyer, seller,
            msg1)  #"\"Hello, I am %s, can I buy stuff from you.\""% n

        screen.refresh()
        inp = screen.getch()
Example #2
0
def warning(screen):
    init_colors()
    a_row = 7
    key = 0
    curses.curs_set(False)
    while key != 10:
        screen.clear()
        screen.addstr(
            5, 5,
            "WARNING: genrating a new world will destroy the old world. would you like to...",
            curses.color_pair(14))

        screen.addstr(
            7, 7, "enter the old world, or",
            curses.color_pair(1) if a_row == 7 else curses.color_pair(0))
        screen.addstr(
            8, 7, "destroy old world and create new one",
            curses.color_pair(1) if a_row == 8 else curses.color_pair(0))
        screen.addstr(a_row, 1, "->", curses.color_pair(1))

        key = screen.getch()
        a_row = arrow(a_row, key, 1, 7)
    return 1 if a_row == 7 else 0
Example #3
0
def do_menu(screen):
    init_colors()
    a_row = 7
    key = 0
    curses.curs_set(False)
    while key != 10:
        screen.clear()
        write_cool_word("WEREWOLF", 20, 1, screen)
        screen.addstr(5, 5, "would you like to...")

        screen.addstr(
            7, 7, "enter the old world, or",
            curses.color_pair(1) if a_row == 7 else curses.color_pair(0))
        screen.addstr(
            8, 7, "generate a new one?",
            curses.color_pair(1) if a_row == 8 else curses.color_pair(0))
        screen.addstr(a_row, 1, "->", curses.color_pair(1))

        key = screen.getch()
        a_row = arrow(a_row, key, 1, 7)
    if a_row == 8:
        return warning(screen)
    else:
        return 1
Example #4
0
def main(screen):
    global score

    curses.curs_set(False)  # Disable blinking cursor
    init_colors()

    stars = init_stars()
    player = make_player()
    ships = [player]
    for x in range(10):
        ships.append(new_meteor())

    inp = 0
    laser_timer = 3
    KEY_Q = 113

    news.append("WELCOME TO SPACE ATTACK!!!")

    while (inp != KEY_Q):  # Quit game if player presses "q"
        screen.clear()

        #TIMERS
        laser_timer -= 1
        if laser_timer == 0:
            if player.energy_num <= 10:
                player.energy_num += 1
            laser_timer = 3

        # Filter ships list to only include non-explosions
        ships = list(filter(lambda s: s.type != "explosion", ships))

        #NEW ENEMIES

        for x in range(3):
            ships.append(new_meteor())
        for x in range(randint(0, 1)):
            ships.append(new_UFO())

        #PLAYER INPUT
        if player in ships:
            keyboard_input(inp, player, ships)

        # If there a shield on
        #   remove some power

        #MOVE ENEMIES/CHECK COLLISIONS/ETC...
        ships = update_world(player, ships)

        shield = first(lambda s: s.type == "shield", ships)
        if shield != None:
            player.energy_num -= 2
        if player.energy_num <= 0 and shield != None:
            ships.remove(shield)
        if player not in ships and shield != None:
            ships.remove(shield)

        #OUTPUT
        display_screen(player, score, screen, ships, stars)

        #GET KEYBOARD INPUT/END TURN
        inp = screen.getch()
Example #5
0
def main(stdscr):
    inp = 0
    current_level = 7

    curses.curs_set(False)  # Disable blinking cursor
    init_colors()

    creatures, objects, floorplan, timer = change_level(current_level, coins=0)

    width = len(floorplan[1])
    height = len(floorplan)

    while (inp != 113):  # Quit game if player presses "q"
        stdscr.clear()
        player = list(filter(lambda c: c.type == "player", creatures))[0]

        timer = update_timers(creatures, player, timer)

        invisibility_check(player, floorplan)

        # if player is alive, do all the things
        if player.health <= 0 and timer <= 0:
            death_screen(height, stdscr, width)
            break

        # creature movement    ]]]]
        player.status = "safe"
        if player.speedtimer <= 0 or player.speedtimer % 2 == 0:
            tick_creatures(creatures, floorplan, objects, player)

        # Draw player info/visibility alert
        status_color, status_symbol = generate_alert(creatures, player)
        stdscr.addstr(height, 0, status_symbol,
                      curses.color_pair(status_color))
        stdscr.addstr(height, 5, "coins-" + str(player.coins),
                      curses.color_pair(15))
        stdscr.addstr(height, 20, "TIME LEFT-" + str(timer),
                      curses.color_pair(10))
        draw_map(stdscr, floorplan, tiles)

        # Draw all creatures
        for c in creatures:
            stdscr.addstr(c.y, c.x, c.tile, curses.color_pair(c.curcolor))

        for o in objects:
            stdscr.addstr(o.y, o.x, o.tile, curses.color_pair(o.color))

        status_y = 25
        csy = 0

        display_news(stdscr, news, width, height)

        display_inv(stdscr, player.inv, width, True)

        stdscr.addstr(height, 40, "health " + ("+" * player.health),
                      curses.color_pair(1))

        stdscr.refresh()

        inp = stdscr.getch(
        )  # "Get character" -- pauses and waits for player to type a key
        keyboard_input(inp, player, floorplan, objects, creatures, stdscr)

        if current_level == 0 and player.y == 0:
            current_level += 1
            creatures, objects, floorplan, timer = change_level(
                current_level, player.inv, player.coins)
            width = len(floorplan[1])
            height = len(floorplan)
        for o in objects:
            if player.x == o.x and player.y == o.y and o.pickupable == True:
                if o.buyable == False:
                    objects.remove(o)
                    if o.type == "coin":
                        player.coins += 1
                    else:
                        player.inv.append(o)
                else:
                    if player.coins >= o.cost:
                        prompt_str = "Do you want to buy this " + o.type + "? It costs " + str(
                            o.cost) + " coins."
                        resp = prompt(stdscr, height, prompt_str)
                        if resp == ord("y"):
                            player.inv.append(o)
                            objects.remove(o)
                            player.coins -= o.cost

                    else:
                        prompt_str = "You dont have enough money to buy this " + o.type + "."
                        prompt(stdscr, height, prompt_str)

            # Are we at the end of the level?
            tilenum = floorplan[player.y][player.x]
            if tilenum == 7:  # and any(lambda o: o.type == "treasure chest", player.inv):
                current_level += 1
                creatures, objects, floorplan, timer = change_level(
                    current_level, player.inv, player.coins)
                width = len(floorplan[1])
                height = len(floorplan)