Example #1
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.50:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "A giant spider jumps down from " \
                              "its web in front of you!"
            self.dead_text = "The corpse of the dead spider lies " \
                             "rotting on the ground."
        elif r < 0.80:
            self.enemy = enemies.Ogre()
            self.alive_text = "An ogre blocks your path!"
            self.dead_text = "An ogres stinking corpse litters the path."
        elif r < 0.90:
            self.enemy = enemies.BatColony()
            self.alive_text = "A distance squeaking grows louder and louder " \
                              "until you suddenly find yourself lost in a swarm of bats."
            self.dead_text = "Dozens of dead bats cover the ground. " \
                             "You can barely take a step without crushing bat corpses underfoot."
        elif r < 0.95:
            self.enemy = enemies.Seth()
            self.alive_text = "A terrifying Seth monster lumbers out of the shadows."
            self.dead_text = "Laying on the floor is the corpse of a Seth monster " \
                             "It's body is covered in Python and C++ code tattoos."
        else:
            self.enemy = enemies.RockMonster()
            self.alive_text = "You've disturbed a rock monster from his slumber!"
            self.dead_text = "A rock monster's corpse has crumbled into " \
                             "a mass of small bloody pebbles that cover the floor."

        super().__init__(x, y)
Example #2
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.50:
            self.enemy = enemies.GiantSpider()
            self.alive_text = 'A giant spider jump down fom ' \
                              'its web in front of you!'
            self.dead_text = 'The corpse of a dead spider ' \
                             'rots on the ground.'
        elif r < 0.80:
            self.enemy = enemies.Ogre()
            self.alive_text = 'An ogre is blocking your path!'
            self.dead_text = 'A dead ogre reminds you of your triumph.'
        elif r < 0.95:
            self.enemy = enemies.BatColony()
            self.alive_text = 'You hear a squeaking noise growing louser ' \
                              '...suddenly you are lost in a swarm of bats!'
            self.dead_text = 'Dozens of dead bats are scattered on the ground.'
        else:
            self.enemy = enemies.RockMonster()
            self.alive_text = 'You\'ve disturbed a rock monster ' \
                              'from its slumber!'
            self.dead_text = 'Defeated, the monster has reverted ' \
                             'into an ordinary rock.'

        super().__init__(x, y)
    def __init__(self, x, y):
        r = random.random()
        if r < 0.50:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "A giant spider jumps down from " \
                              "its web in front of you!"
            self.dead_text = "The corpse of a dead spider " \
                             "rots on the ground."
        elif r < 0.80:
            self.enemy = enemies.Ogre()
            self.alive_text = "An ogre is blocking your path!"
            self.dead_text = "A dead ogre reminds you of your triumph."
        elif r < 0.95:
            self.enemy = enemies.BatColony()
            self.alive_text = "You hear a squeaking noise growing louder" \
                              "...suddenly you are lost in s swarm of bats!"
            self.dead_text = "Dozens of dead bats are scattered on the ground."
        else:
            self.enemy = enemies.RockMonster()
            self.alive_text = "You've disturbed a rock monster " \
                              "from his slumber!"
            self.dead_text = "Defeated, the monster has reverted " \
                             "into an ordinary rock."

        super().__init__(x, y)
Example #4
0
    def create_enemy(self):
            r = random.random()

            if r < 0.50:
                return enemies.GiantSpider()
            elif r < 0.80:
                return enemies.Ogre()
            elif r < 0.95:
                return enemies.BatColony()
            else:
                return enemies.RockMonster()
Example #5
0
    def __init__(self, x, y):

        r = random.random()
        if r < 0.50:
            self.enemy = enemies.GiantSpider(x, y)
        elif r < 0.80:
            self.enemy = enemies.Ogre(x, y)
        elif r < 0.95:
            self.enemy = enemies.BatColony(x, y)
        else:
            self.enemy = enemies.RockMonster(x, y)
        super(EnemyTile, self).__init__(x, y, self.enemy)
Example #6
0
 def __init__(self, x, y):
     r = random.random()
     if r < 0.75:
         self.enemy = enemies.GiantSpider()
         self.alive_text = """
     A giant spider jumps down from its web in front of you!"""
         self.dead_text = """
     The corpse of a dead spider rots on the ground.
     """
     else:
         self.enemy = enemies.Ogre()
         self.alive_text = """
     An ogre is blocking your path!"""
         self.dead_text = """
     A dead ogre reminds you of your triumph."""
     super().__init__(x, y)
Example #7
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.5:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "A giant spider jumps down at you!"
            self.dead_text = "The corpse of a dead spider lies on the ground."
        elif r < 0.8:
            self.enemy = enemies.Ogre()
            self.alive_text = "An ogre is blocking your path!"
            self.dead_text = "There's a dead ogre."
        else:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "There's a giant spider here!"
            self.dead_text = "There's a dead spider here."

        super().__init__(x, y)
Example #8
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.50:
            self.enemy = enemies.KillerTeddy()
        elif r < 0.75:
            self.enemy = enemies.Ogre()
        elif r < 0.90:
            self.enemy = enemies.BatColony()
        elif r < 0.97:
            self.enemy = enemies.GiantSpider()
        else:
            self.enemy = enemies.RockMonster()

        # print("Has Been created: " + self.enemy.name + " in [" + str(x) + "," + str(y) +"]")
        # print("r: " + str(r))
        #print("Has Been created: " + self.enemy.name )

        super().__init__(x, y)
Example #9
0
        def _init_(self,x,y):
            r = random.random()
            if r < 0.50:
                self.enemy = enemies.GiantSpider()
                self.alive_text = "A giant spider jumps down from "\
                                   "its web in fromt of you!"
                self.dead_text = "The corpse of a dead spider " \
                                   "rots on the ground."
                elif r < 0.80:
                    self.enemy = enemies.Ogre()
                    self.alive_text = "An ogre is blocking your path!"
                    slef.dead_text ="A dead orge reminds you of your triumph."
                elif r < 0.95:
                    self.enemy = enemies.batColony()
                    self.alive_text = ""
                    self.dead_text = ""

                 super().__init__(x,y)

                 def intro_text(self):
Example #10
0
    def __init__(self, x, y):
        r = random.randint(0, 5)
        if r <= 1:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "A giant spider jumps down from\nit's web down in front of you!"
            self.dead_text = "The corpse of a dead spider\nrots on the ground"

        elif r <= 2:
            self.enemy = enemies.Ogre()
            self.alive_text = "An ogre is blocking your path!"
            self.dead_text = "A dead ogre reminds you of your triumph."

        elif r <= 3:
            self.enemy = enemies.BatColony()
            self.alive_text = "You hear a squeaking noise growing louder\nsuddenly you are lost in a swarm of bats!"
            self.dead_text = "Dozens of dead bats are scattered on the ground."

        else:
            self.enemy = enemies.RockMonster()
            self.alive_text = "You've disturbed a rock monster!"
            self.dead_text = "Defeated, the monster has gone into a deep hibernation and appears to be a normal rock."

        super().__init__(x, y)
Example #11
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.50:
            self.enemy = enemies.GiantSpider()
            self.alive_text = """
            A giant spider jumps down from its web in front of you!
            """
            self.dead_text = """
            The corpse of a dead spider rots on the ground.
            """
        elif r < 0.80:
            self.enemy = enemies.Ogre()
            self.alive_text = """
            A mighty ogre blocks your path.
            """
            self.dead_text = """
            A dead ogre reminds you of your tryumph.
            """
        elif r < 0.95:
            self.enemy = enemies.BatColony()
            self.alive_text = """
            Seems like you got lost in the middle of a smarm of bats!
            """
            self.dead_text = """
            Dozens of dead bats are scattered on the ground.
            """
        else:
            self.enemy = enemies.RockElemental()
            self.alive_text = """
            A pile of rocks seems to have found its way to me middle of the room. When you get near it, you see it's a Rock Elemental!
            """
            self.dead_text = """
            As it was defeated, it became a pile of crumbled rocks.
            """

        super().__init__(x, y)
Example #12
0
    def __init__(self, x, y):
        r = random.random()
        if r < 0.5:
            self.enemy = enemies.GiantSpider()
            self.alive_text = "The room is covered in spiderweb." \
                                "From the ceiling, a Giant Spider Descends!"
            self.dead_text = "The corpse of the dead spider decays before you."
        elif r < 0.80:
            self.enemy = enemies.Ogre()
            self.alive_text = "An Ogre is blocking the path!"
            self.dead_text = "A dead Ogre reminds you of your triumph."
        elif r < 0.95:
            self.enemy = enemies.BatColony()
            self.alive_text = "You hear a squeaking noise growing louder" \
                                "... suddenly you are lost in a swarm of bats!"
            self.dead_text = "Dozend of dead bats are scattered on the ground"
        else:
            self.enemy = enemies.RockMonster()
            self.alive_text = "You've disturbed a rock monster " \
                                "from his slumber!"
            self.dead_text = "Defeated, the monster has reverted " \
                                "into an ordinary rock."

        super().__init__(x,y)
Example #13
0
 def __init__(self, x, y):
     super(OgreRoom, self).__init__(x, y, enemies.Ogre())
    def __init__(self, x, y):
        #sets r = random in the random module
        r = random.random()
        #if r < less than 0.50 then select Wolves for the user to face
        if r < 0.50:
            self.enemy = enemies.Wolves()
            # sets .alive_text
            self.alive_text = """
***********************************************************************
*  Out of nowhere you find yourself surrounded by a pack of vicious   *
*  hater wolves.  These wolf like creatures feast on insecurities and *
*  would like nothing more than to eviscerate your selfconfidence.    *
***********************************************************************

****************************************************************** 
**"Dout will kills more dreams than failure ever will." --Kassem** 
******************************************************************
"""
            self.dead_text = """
********************************************************************   
* The wolves proved to be stronger than you thought.  You were     * 
* not able to reach the the Magical Forest on the other side of    *
* the City.  Learning from  your mistakes will put your on the     *
* fast track to Enlightenment and if you can apply thesel lessons  *
* in your next life you be more likely to suceed.                  *
********************************************************************

***************************************************************
**"Doubt kills more dreams than failure ever will." --Kassem **
***************************************************************
"""


#if e ia < .0.75 hen select Ogre for the user to face and .alive_text
        elif r < 0.75:
            #if r is lessthank
            self.enemy = enemies.Ogre()
            self.alive_text = """
**************************************************************************
* An ogre sized ego is blocking your path!Egos that have grown to the    *  
* size of this the Ogre's can do only one thing! Well 2 things, to be    * 
* correct all the time and keeping you from achieving enlightment        *
* Learning to apologize does not mean you are wrong and another person   *
* is right. Respecting other's beliefs even when they go against your    * 
* own may not easy but Hey!, Do you want to be right or happy? The       *
* choice is yours.                                                       *
**************************************************************************
"""
            self.dead_text = """ 
*************************************************************************
*   Wow! You were able to check that ogre's ego with tact and class.    *
*  Choices like that will surely lead you to the other side of the City.* 
*************************************************************************

********************************************************************
* The Ancients say 'Yeild to overcome; Bend and be straight;       *    
* Empty and be full; Wear out to become new; Have little and gain; *
* Have much and be confused...                                     *
******************************************************************** 
"""

        elif r < 0.85:
            self.enemy = enemies.KarmaChameleon()
            self.alive_text = """
***********************************************************************
* You feel the wind pick up and you are suddenly lost in swarm of     *
* bommerangs!  You quickly notice that these are not your average     *  
* everyday boomerangs but instead one's that you threw in the         * 
* distant past.  Everyone has a past or a history of Choices and      *
* if this has happend to you while on your journey through the city   *
* take a breath and deal with your karma now because by it's very     *
* nature it's not coming back to or for you.  Hopefully the former!   *
***********************************************************************
"""

            self.dead_text = """                                                         
************************************************************************** 
* Dozens of boomerangs have hit your and knocked you to the ground.      *
* Look on the bright side you were able to settle an recent or age old   * 
* karmatic debt.                                                         *
**************************************************************************  
**********************************************************
*  "There is such thing as good or bad, right or wrong,  *
*    those are perspectives of what actual is" --Tolle   * 
**********************************************************
"""

        else:
            self.enemy = enemies.KarmaChameleon()
            self.alive_text = """                                                                                                                                                   
*********************************************************************
* You feel the wind pick up and you are suddenlylost in swarm of    *
* bommerangs! You quickly notice that these are not your average    *
* everyday boomerangs but instead one's that you threw in the       *    
* distant past.  Everyone has a past or a history of Choices and    *   
* if this has happend to you while on your journeythrough the city  *
* take a breath and deal with your karma now because by  it's very  *
* nature it's not coming back to or for you. Hopefully the former!  *
*********************************************************************
"""

            self.dead_text = """
*********************************************************************
* Dozens of boomerangs have hit your and knocked you to the ground. * 
* Look on the bright side you were able to settle an recent or age  *
* old karmatic debt.                                                *
*********************************************************************

******************************************************************
*"There is such thing as good or bad, right or wrong, those are  * 
* perspectives of what actual is' --Tolle                        * 
******************************************************************
"""
        super().__init__(
            x, y)  #Defines the intro_text Player will see when they enter room
Example #15
0
 def __init__(self, game):
     super().__init__(game, enemies.Ogre(game))
Example #16
0
class World:  # I choose to define the world as a class. This makes it more straightforward to import into the game.
    map = [[
        Corridor(barriers=[barriers.LockedDoor('e')]),
        NearVictory(barriers=[barriers.Wall('s')]),
        VictoryTile(),
        Corridor(barriers=[barriers.Wall('w')]),
        Corridor()
    ],
           [
               ExpanseNW(),
               ExpanseNE(barriers=[barriers.Wall('n')]),
               Nook(barriers=[
                   barriers.Wall('n'),
                   barriers.Wall('s'),
                   barriers.Wall('e')
               ]),
               Corridor(barriers=[barriers.Wall('e'),
                                  barriers.Wall('w')],
                        enemies=[enemies.Ogre('s')]),
               Corridor(barriers=[barriers.Wall('w')])
           ],
           [
               ExpanseSW(),
               ExpanseSE(barriers=[barriers.Wall('s')]),
               Corridor(barriers=[barriers.Wall('n'),
                                  barriers.Wall('s')]),
               Corridor(barriers=[barriers.Wall('e'),
                                  barriers.Wall('s')]),
               Corridor(barriers=[barriers.Wall('w')])
           ],
           [
               Corridor(barriers=[barriers.Wall('n')]),
               Corridor(barriers=[barriers.Wall('n')]),
               StartTile(barriers=[barriers.Wall('s'),
                                   barriers.Wall('n')]),
               Corridor(barriers=[barriers.Wall('n')]),
               Corridor()
           ],
           [
               Cave(barriers=[barriers.Wall('e')]),
               Corridor(
                   barriers=[barriers.WoodenDoor('e'),
                             barriers.Wall('w')],
                   enemies=[enemies.GiantSpider('e')]),
               StoreRoom(barriers=[barriers.Wall('n')]), None, None
           ]]

    def __init__(self):
        for i in range(
                len(self.map)
        ):  # We want to set the x, y coordinates for each tile so that it "knows" where it is in the map.
            for j in range(
                    len(self.map[i])
            ):  # I prefer to handle this automatically so there is no chance that the map index does not match
                if (self.map[i][j]):  # the tile's internal coordinates.
                    self.map[i][j].x = j
                    self.map[i][j].y = i

                    self.add_implied_barriers(
                        j, i
                    )  # If there are implied barriers (e.g. edge of map, adjacent None room, etc.) add a Wall.

    def tile_at(self, x, y):
        if x < 0 or y < 0:
            return None
        try:
            return self.map[y][x]
        except IndexError:
            return None

    def check_north(self, x, y):
        for enemy in self.map[y][x].enemies:
            if (enemy.direction == 'north'):
                return [False, enemy.check_text()]
        for barrier in self.map[y][x].barriers:
            if (barrier.direction == 'north' and not barrier.passable):
                return [False, barrier.description()]

        if y - 1 < 0:
            room = None
        else:
            try:
                room = self.map[y - 1][x]
            except IndexError:
                room = None

        if (room):
            return [True, "You head to the north."]
        else:
            return [False, "There doesn't seem to be a path to the north."]

    def check_south(self, x, y):
        for enemy in self.map[y][x].enemies:
            if (enemy.direction == 'south'):
                return [False, enemy.check_text()]
        for barrier in self.map[y][x].barriers:
            if (barrier.direction == 'south' and not barrier.passable):
                return [False, barrier.description()]

        if y + 1 < 0:
            room = None
        else:
            try:
                room = self.map[y + 1][x]
            except IndexError:
                room = None

        if (room):
            return [True, "You head to the south."]
        else:
            return [False, "There doesn't seem to be a path to the south."]

    def check_west(self, x, y):
        for enemy in self.map[y][x].enemies:
            if (enemy.direction == 'west'):
                return [False, enemy.check_text()]
        for barrier in self.map[y][x].barriers:
            if (barrier.direction == 'west' and not barrier.passable):
                return [False, barrier.description()]

        if x - 1 < 0:
            room = None
        else:
            try:
                room = self.map[y][x - 1]
            except IndexError:
                room = None

        if (room):
            return [True, "You head to the west."]
        else:
            return [False, "There doesn't seem to be a path to the west."]

    def check_east(self, x, y):
        for enemy in self.map[y][x].enemies:
            if (enemy.direction == 'east'):
                return [False, enemy.check_text()]
        for barrier in self.map[y][x].barriers:
            if (barrier.direction == 'east' and not barrier.passable):
                return [False, barrier.description()]

        if x + 1 < 0:
            room = None
        else:
            try:
                room = self.map[y][x + 1]
            except IndexError:
                room = None

        if (room):
            return [True, "You head to the east."]
        else:
            return [False, "There doesn't seem to be a path to the east."]

    def add_implied_barriers(self, x, y):

        [status, text] = self.check_north(x, y)
        barrier_present = False
        if (not status):
            for enemy in self.map[y][x].enemies:
                if enemy.direction == 'north':
                    barrier_present = True
            for barrier in self.map[y][x].barriers:
                if barrier.direction == 'north':
                    barrier_present = True
            if (not barrier_present):
                self.map[y][x].add_barrier(barriers.Wall('n'))

        [status, text] = self.check_south(x, y)
        barrier_present = False
        if (not status):
            for enemy in self.map[y][x].enemies:
                if enemy.direction == 'south':
                    barrier_present = True
            for barrier in self.map[y][x].barriers:
                if barrier.direction == 'south':
                    barrier_present = True
            if (not barrier_present):
                self.map[y][x].add_barrier(barriers.Wall('s'))

        [status, text] = self.check_east(x, y)
        barrier_present = False
        if (not status):
            for enemy in self.map[y][x].enemies:
                if enemy.direction == 'east':
                    barrier_present = True
            for barrier in self.map[y][x].barriers:
                if barrier.direction == 'east':
                    barrier_present = True
            if (not barrier_present):
                self.map[y][x].add_barrier(barriers.Wall('e'))

        [status, text] = self.check_west(x, y)
        barrier_present = False
        if (not status):
            for enemy in self.map[y][x].enemies:
                if enemy.direction == 'west':
                    barrier_present = True
            for barrier in self.map[y][x].barriers:
                if barrier.direction == 'west':
                    barrier_present = True
            if (not barrier_present):
                self.map[y][x].add_barrier(barriers.Wall('w'))

    def update_rooms(self, player):
        for row in self.map:
            for room in row:
                if (room):
                    room.update(player)
Example #17
0
class Nook(MapTile):
    enemies = [enemies.Ogre()]
    description = """You have entered a shadowy nook of the cave. The only way out is back the way you came."""
 def __init__(self, x, y):
     super().__init__(x, y, enemies.Ogre())
Example #19
0
 def random_spawn(self):
     if (randint(0, 2) == 0):  # 1 in 3 odds.
         self.enemies = [enemies.Ogre()]
     else:
         self.enemies = []