print( bcolors.OKGREEN + "\n" + item.name + "heals for" + str(item.prop), "HP" + bcolors.ENDC) elif item.type == "elixer": player.hp = player.maxhp player.mp = player.maxmp print(bcolors.OKGREEN + "\n" + item.name + "fully restores HP/MP" + bcolors.ENDC) elif item.type == "attack": enemy.take_damage(item.prop) print(bcolors.FAIL + "\n" + item.name + "deals", str(item.prop), "points of damage" + bcolors.ENDC) enemy_choice = 1 enemy_dmg = enemy.generate_damage() player1.take_damage(enemy_dmg) print("Enemy attacks for", enemy_dmg) print("---------------") print( "Enemy HP: ", bcolors.FAIL + str(enemy.get_hp()) + "/" + str(enemy.get_max_hp()) + bcolors.ENDC + "\n") if enemy.get_hp() == 0: print(bcolors.OKGREEN + "You win!" + bcolors.ENDC) running = False elif player.get_hp() == 0: print(bcolors.FAIL + "Your enemy has defeated you!" + bcolors.ENDC) running = False
from game import Person, Colors magic = [{ "name": "Fire", "cost": 10, "dmg": 60 }, { "name": "Thunder", "cost": 10, "dmg": 60 }, { "name": "Blizzard", "cost": 10, "dmg": 60 }] player = Person(460, 65, 60, 34, magic) print(player.generate_damage()) print(player.generate_damage()) print(player.generate_damage())
}] player = Person(460, 65, 60, 34, magic) enemy = Person(1200, 65, 45, 25, magic) running = True i = 0 print(bcolors.FAIL + bcolors.BOLD + "AN ENEMY ATTACKS" + bcolors.ENDC) while running: print("======================") player.choose_action() choice = input("Choose action:") index = int(choice) - 1 if index == 0: dmg = player.generate_damage() enemy.take_damage(dmg) print("you attacked for", dmg, "points of damage. enemy HP:", enemy.get_hp()) enemy_choice = 1 enemy_dmg = enemy.generate_damage() player.take_damage(enemy_dmg) print("Enemy attacks for", enemy_dmg, "player HP", player.get_hp()) if enemy.get_hp() == 0: print(bcolors.OKGREEN + "You win" + bcolors.ENDC) running = False elif player.get_hp() == 0: print(bcolors.FAIL + "Your enemy has defeated you" + bcolors.ENDC)