Example #1
0
def welcome_msg(hero):
    '''
    A msg to welcome to user to the game and displaying the game info
    :return: none
    '''
    spooky_castle = RPGInfo("The Spooky Castle")
    spooky_castle.char = hero
    spooky_castle.welcome()
    RPGInfo.info()
Example #2
0
from room import Room
from character import Friend, Enemy
from rpginfo import RPGInfo
from item import Item
from time import sleep
from os import system

RPGInfo.welcome()
RPGInfo.info()
sleep(2)

bakpack = ['silver', 'cheese']

# add kitchen object in the game
kitchen = Room('Kitchen')
kitchen.description = 'The place that people cook food'

# add ballroom object in the game
ballroom = Room('Ball Room')
ballroom.description = 'The place that people go to dance'

# add dining hall object in the game
dining_hall = Room('Dining Hall')
dining_hall.description = 'The place that people eat them food'

# link the kitchen to the ballrom and dining hall
kitchen.link_room(ballroom, 'southwest')
kitchen.link_room(dining_hall, 'south')

# link the dining to the ballrom and kitchen
dining_hall.link_room(kitchen, 'north')
Example #3
0
from room import Room
from character import Enemy, Friend
from rpginfo import RPGInfo
from item import Item

spooky_castle = RPGInfo("The Spooky Castle")
spooky_castle.welcome()
RPGInfo.info()
RPGInfo.author = "Raspberry Pi Foundation"

kitchen = Room("Kitchen")
kitchen.set_description("A dank and dirty room buzzing with flies.")

dining_hall = Room("Dining Hall")
dining_hall.set_description(
    "A large room with ornate golden decorations on each wall.")

ballroom = Room("Ballroom")
ballroom.set_description(
    "A vast room with a shiny wooden floor. Huge candlesticks guard the entrance."
)

bedroom = Room("Bedroom")
bedroom.set_description(
    "A cozy but spooky place to rest with skeletons on the bed")

print("There are " + str(Room.number_of_rooms) + " rooms to explore.")

kitchen.link_room(dining_hall, "south")
dining_hall.link_room(kitchen, "north")
dining_hall.link_room(ballroom, "west")
Example #4
0
def game_start():
    fname = "rooms.txt"
    fh = open(fname)

    spooky_castle = RPGInfo("The Spooky Castle")
    spooky_castle.welcome()
    RPGInfo.info()
    RPGInfo.author = "Santiago Fernández de la Torre"

    for line in fh:
        if line.startswith("Kitchen:"):
            pieces = line.split(":")
            kitchen_description = pieces[1].strip()

        if line.startswith("Ballroom"):
            pieces = line.split(":")
            ballroom_description = pieces[1].strip()

        if line.startswith("Dining Hall"):
            pieces = line.split(":")
            dininghall_description = pieces[1].strip()

    backpack = Inventory()

    kitchen = Room("Kitchen")
    kitchen.set_description(kitchen_description)

    ballroom = Room("Ballroom")
    ballroom.set_description(ballroom_description)

    dining_hall = Room("Dining hall")
    dining_hall.set_description(dininghall_description)

    #print("There are " + str(Room.number_of_rooms) + " rooms to explore.")

    kitchen.link_room(dining_hall, "south")

    dining_hall.link_room(kitchen, "north")
    dining_hall.link_room(ballroom, "east")

    ballroom.link_room(dining_hall, "west")

    dave = Enemy("Dave", "A smelly zombie!\n")
    dave.set_conversation("BrAiNs!\n")
    dave.set_weakness("cheese")

    eustace = Enemy("Eustace", "A very angry buttler")
    eustace.set_conversation("Justicia social!")
    eustace.set_weakness(None)
    eustace.set_interest("gold coin")

    morgan = Friend("Morgan Freeman", "You just met GOD")
    morgan.set_conversation("Hello, my child.")

    cheese = Item("cheese")
    cheese.description = "A piece of moldy cheese"
    cheese.itype = "Consumable"
    cheese.quantity = 1
    kitchen.set_item(cheese)

    gold = Item("gold coin")
    gold.description = "A gold coin from ancient times"
    gold.itype = "Consumable"
    gold.quantity = 1
    dining_hall.set_item(gold)

    # sword = Item("sword")
    # sword.description = "An old rusty sword"
    # sword.itype="Usable"
    # sword.quantity = 1
    # dining_hall.set_item(sword)

    key = Item("key")
    key.description = "A key used to get out of the spooky castle"
    key.itype = "Usable"
    key.quantity = 1
    key.durability = 1
    ballroom.set_item(key)

    fists = Item("fists")
    fists.description = "Who needs weapons when you have these cannons?"
    fists.itype = "Usable"
    fists.quantity = 999
    fists.durability = 999
    backpack.set_inventory(fists)

    kitchen.set_character(morgan)
    dining_hall.set_character(dave)
    ballroom.set_character(eustace)

    current_room = kitchen

    return current_room, fists, key, kitchen, dining_hall, ballroom, gold, morgan, eustace, dave, backpack, spooky_castle
Example #5
0
from room import Room
from item import Item
from character import Enemy
from character import Friend
from rpginfo import RPGInfo

#*Game name
spooky_castle = RPGInfo("Spooky Castle")
spooky_castle.welcome()
RPGInfo.info()
RPGInfo.author = "Suguru"
RPGInfo.show_author()

kitchen = Room("kitchen")
#*Somehow the properties aren't working but I guess that is ok
kitchen.set_description("A place where you cook.")
#*Note that since the attributes are public, I can change them without using a method
'''
kitchen.description = "Changed"
print(kitchen.description)
'''

ballroom = Room("ballroom")
ballroom.set_description("A place where you dance.")

dining_hall = Room("dining hall")
dining_hall.set_description("A place where you eat.")

kitchen.link_room(dining_hall, "south")

Example #6
0
def win_check():
    if not bed_room.character:
        print("Congratulation you win")
        RPGInfo.credits()
        quit()
Example #7
0
def game_over(character):
    if character.health <= 0:
        print("You died\nGame OVer.")
        RPGInfo.credits()
        exit(0)
Example #8
0
                print("\n")
                for element in backpack.inventory:
                    if element.name == fight_with:
                        weapon = element
                        current_room.character.fight(fight_with)
                        break
                if weapon == None:
                    print("You don't have this weapon...")
                    continue
                if fight_with == current_room.character.weakness:
                    backpack.use_item(weapon)
                if current_room.character.status == "Dead":
                    current_room.set_character(None)
                else:
                    print("Game Over...")
                    RPGInfo.credits()
                    sys.exit()

    elif command == "hug":
        if current_room.character is None:
            print("There is no one here...")
        if current_room.character.forf == "Enemy":
            print("You shouldn't hug enemies...\n\nGame Over.")
            RPGInfo.credits()
            sys.exit()
        elif current_room.character.forf == "Friend":
            current_room.character.hug()

    elif command == "bribe":
        bargain = None
        if current_room.character is None:
Example #9
0
cheese.size = 2

garlic = Item("garlic")
garlic.description = "A plait of fat garlic bulbs"
garlic.size = 3

dining_hall.set_character(dave)
ballroom.set_character(brad)
kitchen.set_character(mildred)
conservatory.set_character(frank)

dining_hall.set_item(key)
kitchen.set_item(garlic)
conservatory.set_item(cheese)

mystery_manor = RPGInfo("The Mystery Manor")
mystery_manor.welcome()

current_room = kitchen
backpack = []
backpack_capacity = 10
backpack_contents = 0
enemies_defeated = 0
dead = False

#main game loop
while dead == False:
    #print("\n")
    current_room.get_details()
    inhabitant = current_room.get_character()
    roomitem = current_room.get_item()