def look(self, cmd): if self.broken: lookstr = self.getString('descBrk') else: lookstr = self.getString('desc') game.say(lookstr) return True
def sit(self, cmd): safe = self.items['chair'].getFlag('safe') if not safe: game.say(self.getString('sit')) else: game.say(self.getString('safeSit')) game.wait() game.g.moveRoom('victory')
def sit(self, cmd): safe = self.room.items['chair'].getFlag('safe') if not safe: game.say("You sit in the chair despite your better judgment.") game.wait() game.g.moveRoom('gameover') else: return self.room.sit('sit')
def drop(self, cmd): if not game.Item.drop(self, cmd): return False if not self.broken: game.say("It breaks.") self.sprite.change('img/froom/dldobrk.bmi') self.broken = True game.g.giveAchievement("dldo") return True
def go(self, _from, _dir): _next = None if _dir in self.locs[_from].keys(): _next = self.locs[_from][_dir] if _next == None: game.say(self.strings['fail'].format(_dir)) return None game.sayLine(self.strings['pass'].format(_dir)) return _next
def drop(self,cmd): if not game.Item.drop(self, cmd): return False if not self.broken: game.say("It breaks.") self.sprite.change('img/froom/dldobrk.bmi') self.broken = True game.g.giveAchievement("dldo") return True
def dispel(self, cmd): chair = self.room.items['chair'] game.say(self.getString('dispel')) game.g.inv.items['black wind']._move('trash') chair.strings['desc'] = chair.strings['descSafe'] chair.strings['take'] = chair.strings['takeSafe'] self.room.items['chair'].setFlag('safe', True) self.voidVerb("d'spel") game.g.moveItem('dark magyx', 'trash') return True
def open(self, cmd): state = game.g.getFlag("text pars'r", 0) if state ==0: return game.fail("It's not a real door.") game.say("You open the door and walk through into the next room. There's no going back now. Hope you didn't miss anything important!") game.wait() game.g.moveRoom('Second Room') return True
def open(self, cmd): state = game.g.getFlag("text pars'r", 0) if state == 0: return game.fail("It's not a real door.") game.say( "You open the door and walk through into the next room. There's no going back now. Hope you didn't miss anything important!" ) game.wait() game.g.moveRoom('Second Room') return True
def commandLoop(self, infile = None): self.infile = infile while not self.g.done: cmd = self.getCmd(self.infile) game.lf() game.say("> "+cmd) self.g.doCmd(cmd) self.scr.paint() curses.endwin()
def use(self, cmd): game.say(self.strings['useTry']) if not self.broken: game.say(self.strings['use']) time.sleep(1) if self.broken: game.say(self.strings['useBrk']) else: try: fakeCmd = self.strings['cmd'] v = "defy" getattr(game.g, v)(cmd) except Exception as e: eList = traceback.format_stack() eList = eList[:-2] eList.extend(traceback.format_tb(sys.exc_info()[2])) eList.extend( traceback.format_exception_only(sys.exc_info()[0], sys.exc_info()[1])) eStr = "Traceback (most recent call last):\n" eStr += "".join(eList) eStr = eStr[:-1] game.say(eStr) return True return False
def caress(self, cmd): speed = self.getFlag("speed") if speed < 2: game.say("It begins to beat faster.") self.setFlag("speed", speed + 1) if speed == 1: game.say("It is ready.") return True if speed == 2: game.say("It is ready.") return False return False
def use(self, cmd): game.say(self.strings['useTry']) if not self.broken: game.say(self.strings['use']) time.sleep(1) if self.broken: game.say(self.strings['useBrk']) else: try: fakeCmd = self.strings['cmd'] v = "defy" getattr(game.g, v)(cmd) except Exception as e: eList = traceback.format_stack() eList = eList[:-2] eList.extend(traceback.format_tb(sys.exc_info()[2])) eList.extend(traceback.format_exception_only(sys.exc_info()[0], sys.exc_info()[1])) eStr = "Traceback (most recent call last):\n" eStr += "".join(eList) eStr = eStr[:-1] game.say(eStr) return True return False
def beandown(self,cmd): if not 'bean' in self.items.keys(): return game.fail(self.getString("no beans")) game.say(self.getString("beandown")) self.items['bean'].qty -= 1 return True
def _onOtherEnter(self): game.say("Congratulations! You completed the demo of pybld.\nYour score was: {score}\nYour hair was: {hair}\n Your turns was: {turn}".format(score = game.g.getScore(), hair=game.g.getHair(), turn=game.g.getTurns())) ach = game.g.getAchievements() for line in ach: game.say(line)
def _onFirstEnter(self): game.say("The door slams shut behind you and then vanishes.") self._onOtherEnter()
def eat(self,cmd): game.say("Ew, no.")
def use(self, cmd): tries = self.getFlag("tries") speed = self.getFlag("speed") if speed == 1: game.say(self.getString("usePrimed")) return False elif speed > 1 and speed < len(self.speedStr)+2: game.g.forceCmd("use text pars'r") self.setFlag("speed", speed + 1) game.say(self.speedStr[speed-2]) elif speed == len(self.speedStr) +2: game.say("You obtained the text pars'r! HP/MP restored.\n") time.sleep(1) game.sayLine("But you're still ") game.spell("h u n g r y", .25) game.say("...") game.g.flags["text pars'r"] = 1 self._move("trash") else: if tries > 0: game.say(self.getString('useHint')) else: game.say(self.getString('use')) self.setFlag("tries", tries+1) return False return True
def look(self, cmd): state = game.g.getFlag("text pars'r", 0) if state == 0: game.say(self.getString("desc")) else: game.say(self.getString("desc2"))
def use(self, cmd): tries = self.getFlag("tries") speed = self.getFlag("speed") if speed == 1: game.say(self.getString("usePrimed")) return False elif speed > 1 and speed < len(self.speedStr) + 2: game.g.forceCmd("use text pars'r") self.setFlag("speed", speed + 1) game.say(self.speedStr[speed - 2]) elif speed == len(self.speedStr) + 2: game.say("You obtained the text pars'r! HP/MP restored.\n") time.sleep(1) game.sayLine("But you're still ") game.spell("h u n g r y", .25) game.say("...") game.g.flags["text pars'r"] = 1 self._move("trash") else: if tries > 0: game.say(self.getString('useHint')) else: game.say(self.getString('use')) self.setFlag("tries", tries + 1) return False return True
def use(self, cmd): game.say(self.getString('use'))
def _onOtherEnter(self): game.g.banVerbs(['save', 'restart', 'score', 'hint', 'help']) #TODO Wait for sprite to finish animating? time.sleep(7) game.say("START LOAD EXIT") game.g.showsaves("saves")
def eat(self, cmd): game.say("Ew, no.")
def beandown(self, cmd): if not 'bean' in self.items.keys(): return game.fail(self.getString("no beans")) game.say(self.getString("beandown")) self.items['bean'].qty -= 1 return True