Exemple #1
0
 def __generate_monster(self, n_properties):
     # берем случайного персонажа из списка персонажей
     person = self.base_character_list[random.randint(
         0,
         len(self.base_character_list) - 1)]
     # количество n проперти
     prop_list = (np.random.choice(self.property_list,
                                   n_properties,
                                   replace=False).tolist())
     a = len(prop_list)
     names_prop = []
     hp_bonus = 0
     att_bonus = 0
     for i in range(a):
         names_prop.append(prop_list[i].name)
         hp_bonus += prop_list[i].health_bonus
         att_bonus += prop_list[i].attack_bonus
     sort_names_prop = sorted(names_prop)
     result_name = ' '.join(sort_names_prop)
     # возвращает персонажа с проп
     if (person.max_health + hp_bonus) < 1:
         reroll = self.__generate_monster(n_properties)
         return reroll
     else:
         if hp_bonus != 0 and att_bonus != 0:
             new_character = Character(
                 (result_name + ' ' + person.name).capitalize(),
                 hp_bonus + person.max_health,
                 att_bonus + person.get_attack_damage())
         else:
             new_character = Character((f'{person.name}').capitalize(),
                                       person.max_health,
                                       person.get_attack_damage())
         return new_character
Exemple #2
0
 def __init__(self) -> None:
     self.player = Character()
     self.dealer = Dealer()
     self.menu = ActionMenu(self.dealer)
     self.minimum = 10
     self.maximum = int(self.minimum * 1.5)
     self.bet = 0
Exemple #3
0
 def __init__(self):
     os.system("clear")
     self.inRoom = True
     self.player = Character("player")
     self.R = -1
     self.condit = reader.readRoom("txtStory/intro.txt", self.R)
     self.printCondit()
Exemple #4
0
 def addCharacter(self, name = None, gender = None):
     if gender == None:
         gender = Gender.getRandomGender()
     if name == None:
         name = self.namegen.generateFirstName(gender)
     c = Character(len(self.characters), name, gender)
     self.characters.append(c)
Exemple #5
0
def checkregistry(data):
    with open('database.txt', mode='r') as database:
        if data["warriorname"] and data["password"] in database:
            print('already exists')
            return redirect("/signin.html")
        else:
            write_to_file(data)
            write_to_csv(data)
            global userid
            userid += len(database.readlines())
            username = data["warriorname"]
            password = data["password"]
            charactername = data["username"]
            userage = data['age']
            useralive = True
            userhp = 30
            userac = 6
            userxp = 1
            userlvl = 1
            userammo = 6
            userstr = (random.randint(3, 18))
            userdex = (random.randint(3, 18))
            usercon = (random.randint(3, 18))
            userofd = data['objectOfDesire']
            print('wrote to file')
            global hero
            hero = Character(userid,charactername, userage, useralive, userhp, userac, userxp, userlvl, userammo, userstr, userdex, usercon, userofd)
            print(hero.name)
Exemple #6
0
 def shuffle_players(self):
     self.players_qty = len(self.players_info)
     self.player_distribution = np.array([
         list(range(1, 11)), [1, 1, 2, 3, 3, 4, 4, 5, 6, 6],
         [0, 1, 1, 1, 2, 2, 3, 3, 3, 4]
     ])
     print(self.players_qty)
     player_col = np.where(
         self.player_distribution[0] == self.players_qty)[0][0]
     print(self.player_distribution)
     print(player_col)
     print(self.players_qty)
     self.good_qty = int(self.player_distribution[1][player_col])
     self.bad_qty = self.good_qty = int(
         self.player_distribution[2][player_col])
     players = []
     alignment_array = np.ones(self.players_qty)
     alignment_array[:self.bad_qty] = 0
     np.random.shuffle(alignment_array)
     for i in range(self.players_qty):
         players.append(
             Character(
                 bool(alignment_array[i]), {
                     'number': i + 1,
                     'discord_id': self.players_info[i]["discord_id"],
                     'name': self.players_info[i]["name"]
                 }))
     roles = random.sample(range(self.players_qty), 2)
     self.merlin_player = roles[0]
     self.assassin_player = roles[1]
     players[roles[0]].assassin = True
     players[roles[1]].merlin = True
     self.char = players
     print("O Merlin é o jogador: ", self.char[roles[1]].player_number)
     print("O Assassino é o jogador: ", self.char[roles[0]].player_number)
def make_character_user_set_attribute_levels(name):
    return Character(
        name,
        get_positive_whole_number_from_user(
            "Please enter the strength for %s." % name),
        get_positive_whole_number_from_user(
            "Please set the skill level for %s." % name))
Exemple #8
0
def signinfunc(data):
    with open('database.txt', mode='r') as database:
        for line in database.readlines():
            hgrab = json.loads(line)
            if data["warriorname"] == hgrab["warriorname"] and data["password"] == hgrab["password"]:
                print('character found')
                global hero
                hero = Character(hgrab["userid"],hgrab["username"],hgrab["age"],hgrab["useralive"],hgrab["userhp"],hgrab["userac"],hgrab["userxp"],hgrab["userlvl"],hgrab["userammo"],hgrab["userstr"],hgrab["userdex"],hgrab["usercon"],hgrab["userofd"])
            else:
                print('character not found')
Exemple #9
0
 def test_inits(self):
     char = C.Character('Grognak')
     # YOU MADE A CHARACTER
     self.assertIsInstance(char,C.Character)
     # You made a hero
     hero = H.Hero('Grognak', [20, 20])
     self.assertIsInstance(hero, H.Hero)
     # You made a monster
     monster = M.Monster('Goblin', 5, 5, 1)
     self.assertIsInstance(monster,M.Monster)
Exemple #10
0
    def __init__(self):
        self.player = Character()
        self.monsters = [Goblin(), Troll(), Dragon()]
        self.monster = self.get_next_monster()

        # game loop
        while self.player.hit_points and (self.monster or self.monsters):
            print('\n' + '=' * 20)
            print(self.player)
            self.monster_turn()
            print('-' * 20)
            self.player_turn()
            self.cleanup()
            print('\n' + '=' * 20)

        if self.player.hit_points:
            print("You win!")
        elif self.monster or self.monsters:
            print("You lose!")

        sys.exit()
Exemple #11
0
 def do_attack(self, fight_time):
     self.next_attack += dt.timedelta(seconds=fight_time)
     targets = Character.find_by_location(*(Map.boss_location()), connection=self.connection)
     if len(targets) == 0:
         self.state = self.State.PASSIVE
         self.hp = self._max_hp
         self.lvl += 1
         return
     target = random.choice(targets)
     if self.attack_target(target) or self.attack_target(target):
         self.hp += self.hp_regen
         return target
Exemple #12
0
    def make_first_city(self, models):
        self.active = True
        r = lambda: random.randint(0, 255)
        self.color = '#%02X%02X%02X' % (r(), r(), r())
        new_culture = False
        self.food_limit = 750
        if self.culture == None:
            self.culture = Culture(self.color)
            new_culture = True
        self.name = self.culture.generate_name(models, "t")
        while len(self.name) < 6 or len(
                self.name
        ) > 10 or ' ' in self.name or '-' in self.name or ')' in self.name:
            self.name = self.culture.generate_name(models, "t")
        if new_culture:
            self.culture.name = self.name + "ian"
        self.leader = Character(models, self.culture, self, 40)
        ### CREATE TITLE
        self.title = Title(self.name, None, [], [self], 1)
        self.title.setGovFormGameStart(self.leader.focus)
        self.leader.titles.append(self.title)
        self.leader.refresh_fullname()
        self.chars.append(self.leader)
        for f in self.field.field_neighbor(10):
            if f.city is not None:
                if f.city.culture == None:
                    f.city.culture = self.culture
        for f in self.field.field_neighbor(1):
            if f.owner is not None:
                if not f.owner.active:
                    f.owner = self
                    self.territory.append(f)
            else:
                f.owner = self
                self.territory.append(f)

        self.calculate_values()
        self.detect_resources()
        self.pop = self.wealth * 10 + random.randint(-100, 100)
        self.wpc = self.wealth / self.pop
Exemple #13
0
    def __init__(self):
        MapBase.__init__(self,20,20)
        self.set_regen_rate(1)
        self.set_location( (0,0), 'stone', False )
        self.set_location( (1,1), 'stone', False )
        self.set_location( (2,2), 'stone', False )
        self.set_location( (3,2), 'stone', False )
        self.set_location( (4,2), 'stone', False )
        self.set_location( (5,2), 'stone', False )
        self.set_location( (6,1), 'stone', False )
        self.set_location( (7,0), 'stone', False )

        # Put a wise dude here, to talk to.
        sprite = Character('dude_map')
        self.place_entity( sprite, (8,1) )
        sprite.face(SOUTH)
        sprite.always_animate = True
        sprite.animation_speed = 10
        self.add_entry_listener(8,2, self.walk_in_front_of_dude)
        self.add_entry_listener(8,3, self.random_fight)

        # Place the armor merchant
        armor_dude = ArmorMerchant('dude_map')
        self.place_entity( armor_dude, (12,4) )
        armor_dude.face(WEST)
        armor_dude.always_animate = True
        armor_dude.animation_speed = 4

        # Place the weapon merchant
        weapon_dude = WeaponMerchant('dude_map')
        self.place_entity( weapon_dude, (12,6) )
        weapon_dude.face(WEST)
        weapon_dude.always_animate = True
        weapon_dude.animation_speed = 5

        tp = NPC.Townsperson('dude_map')
        self.place_entity(tp, (7,7) )
        tp.animation_speed = 5
        tp.set_dialog(( "Hi", "Yeah, what?", "You still here?", \
            "Why are you talking to me?", "I don't know anything that would help you", "ok, you must be bored", "please leave me alone"))
Exemple #14
0
 def make_city(self, models, interface):
     self.active = True
     r = lambda: random.randint(0, 255)
     self.color = '#%02X%02X%02X' % (r(), r(), r())
     new_culture = False
     if self.culture == None:
         self.culture = Culture(self.color)
         new_culture = True
     self.name = self.culture.generate_name(models, "t")
     while len(self.name) < 4 or len(
             self.name
     ) > 10 or ' ' in self.name or '-' in self.name or ')' in self.name:
         self.name = self.culture.generate_name(models, "t")
     if new_culture:
         self.culture.name = self.name + "ian"
     self.leader = Character(models, self.culture, self, 40)
     self.chars.append(self.leader)
     for f in self.field.field_neighbor(10):
         if f.city is not None:
             if f.city.culture == None:
                 f.city.culture = self.culture
                 #~ f.city.change_color(interface)
     if interface.mapmode != "t":
         self.change_color(interface)
     if interface.mapmode != "t":
         self.claim_field(self.field, interface)
     for f in self.field.field_neighbor(1):
         if f.owner is not None:
             if not f.owner.active:
                 f.owner = self
                 self.territory.append(f)
                 if interface.mapmode != "t":
                     self.claim_field(f, interface)
         else:
             f.owner = self
             self.territory.append(f)
             if interface.mapmode != "t":
                 self.claim_field(f, interface)
     interface.inner_map.update_idletasks()
Exemple #15
0
def create_player(data, arm_types, wpn_types, arm_mods, wpn_mods, create=True):
    # Inputs
    # Input number of armor type
    character = Character(data["character"])
    character.suite_armor(Armor(data['armor_name'], arm_types[data['armor_type']]))
    character.take_weapon(Weapon(data['weapon_name'], wpn_types[data['weapon_type']], data['hand_coeff']))
    character.armor.add_modification(arm_mods[data['armor_mod']])
    character.weapon.add_modification(wpn_mods[data['weapon_mod']])
    if not create:
        with open(f'{SAVE_FOLDER}{data["character"]}.json', 'w') as outfile:
            json.dump(data, outfile)
    return character
Exemple #16
0
# Name: Subanaya Thirunavukkarasu
# Description: Final project for CS 30

# imports
from characters import Character, Inventory
import maps

print("It's 2080. Welcome to The City, a place so polluted")
print("that fog covers everything, and oxygen tanks are required\n\n")
print("Objective: Escape The City\n")
print("Explore the map and defeat the enemy of any location")
print("to escape The City.\n")
print("To begin, choose a character\n")

# character descriptions
character_one = Character('Evelyn', 'ambitious', 'strength', 100)
print(character_one.__str__())

character_two = Character('Avery', 'funny', 'speed', 100)
print(character_two.__str__())

# this list will be used later in the Function
# user_action_3. The character chosen will affect the
# outcome of the user's choices when fighting enemies
chosen_character = []

# this list will be user later in the function
# user_action_3. The items in the inventory will affect
# the user's choices when fighting enemies
character_inventory = []
Exemple #17
0
# rpg, broń postaci
from weapons import Wand, Sword
from characters import Character
from time import perf_counter as getTime

player = Character("Rektor", 1000)
victim = Character("student", 100)

# nasze "strategie", bronie
sword = Sword(5)
wand = Wand(10, 1000)

# atak bez broni
print("# pięści")
player.attack(victim)
print()

# wyposażenie w broń
player.setWeapon(sword)
print("# miecz")
player.attack(victim)
player.attack(victim)
print()

# wyposażenie w inną broń
player.setWeapon(wand)
print("# różdżka")
player.attack(victim)
player.attack(victim)  # <- to nie wyjdzie, bo cooldown 1s

curr_time = getTime()
Exemple #18
0
				"all'ultimo piano del monastero",
				"al terzo piano del monastero"
			],
			"exits": {
				"Monastero-inner-2": [
					ExitDescription("verso i", "da", "l piano di sotto"),
					ExitDescription("verso i", "da", "l piano inferiore"),
				]
			},
			"variants": {}
		}
	},
	world_size=50
)

veggero = Character(
	description=Description('ragazzo carino', 'ragazzi carini', 'ragazzo', 'ragazzi')
)

nicole = Character(
	description=Description('ragazza carina', 'ragazze carine', 'ragazza', 'ragazze', '','una', 'la', 'le', 'delle')
)

world.spawn(veggero, world.places[0])
world.spawn(nicole, world.places[0])

Telegram('508857997:AAGYf6PS09WSZ_mjlOlooj-YtIU4fPlYijs', world, {302001216: veggero})
#302001216: veggero
#186405135: nicole
#1229891893: veggero2
Exemple #19
0
from characters import Character, Hero
from monster_creator import Property, Monster_creater
from inventory import Health_potion
from images import kitten, pooch, c**k, viper, tigress, assasin, warrior, prophet
import numpy as np

properties = [
    Property('survivalist', 140, 0),
    Property('strong', 0, 25),
    Property('berserk', -100, 50),
    Property('elite', 200, 30),
    Property('weak', -30, -10)
]

characters = [
    Character('cat', 50, 15, kitten),
    Character('dog', 70, 10, pooch),
    Character('chicken', 60, 20, c**k),
    Character('dragon', 150, 40, viper),
    Character('tiger', 100, 30, tigress)
]
'''
heroes = [
    Hero('Alexa', 400, 35, 'agility', 3, 5, 2, assasin),
    Hero('Max', 650, 30, 'strength', 6, 3, 1, warrior),
    Hero('Furion', 350, 25, 'intelligence', 2, 4, 7, prophet)
]
'''
thief = Hero('Alexa', 400, 35, 'agility', 3, 5, 2, assasin)
defender = Hero('Maximus', 650, 30, 'strength', 6, 3, 1, warrior)
prophet = Hero('Furion', 350, 25, 'intelligence', 2, 4, 7, prophet)
Exemple #20
0
                    player.born_again()
            # print(self)
            random.shuffle(self.players)

    def round(self, first_inp, second_inp):

        return self.results_dict[(first_inp, second_inp)]

    def __repr__(self):
        self.players.sort(reverse=True, key=lambda x: x.score)
        league_table = pd.DataFrame([p.to_dict() for p in self.players])
        return str(league_table)


if __name__ == '__main__':
    type_A = Character('cheat', action=0)
    # type_B = Character('cooperate', action=1)
    type_C = Character('copycat')
    # type_D = Character('grudger')
    # type_E = Character('detective')
    type_F = Character('copykitten')
    type_G = Character('simpleton')
    type_H = Character('random')

    new_sim = Game(10, 5, 0.05)
    new_sim.populate(type_A, 13)
    # new_sim.populate(type_B, 13)
    new_sim.populate(type_C, 3)
    # new_sim.populate(type_D, 1)
    # new_sim.populate(type_E, 1)
    new_sim.populate(type_F, 3)
Exemple #21
0
from flask import Flask, redirect, url_for, render_template, request
from characters import Character, skeleton, wraith
import random
import csv
import json

app = Flask(__name__)

enemy = skeleton
hero = Character(0,"Empty", 1, True, 1, 1, 1, 1, 1, 1, 1, 1, "Empty")
userid = 0
userid += 1
lvldict = {"lvl0": 0, "lvl1":1, 'lvl2': 300, 'lvl3': 1000, 'lvl4':2000, 'lvl5':5000,'lvl6':8000,'lvl7':12000}





def write_to_file(data):
    with open('database.txt', mode='r+') as database:
        global userid
        userid += len(database.readlines())
        data['userid'] = userid
        username = data["warriorname"]
        password = data["password"]
        charactername = data["username"]
        userage = data['age']
        data['useralive'] = True
        data['userhp'] = 30
        data['userac'] = 6
        data['userxp'] = 1
Exemple #22
0
	def spawn(self, character: Character, place: Optional[Place]=None):
		place = place or choice([*self.places])
		place.contained.add(character)
		character.place = place
		character.world = self
Exemple #23
0
def load_save(save_name=""):
    save_file = shelve.open("saves/save")
    save_load = save_file[save_name]

    player_chars = []
    player_name = save_load[0][0]

    for char_li in save_load[:-1]:
        temp_char = Character([0, 0])

        temp_char.name = char_li[0]
        temp_char.health = char_li[1]
        temp_char.max_health = char_li[2]
        temp_char.attack = char_li[3]
        temp_char.ammo = char_li[4]
        temp_char.max_ammo = char_li[5]
        temp_char.mana = char_li[6]
        temp_char.max_mana = char_li[7]
        temp_char.attacks = char_li[8]
        temp_char.equipped_items = char_li[9]
        player_chars.append(temp_char)
    rounds = save_load[-1]

    player_party = Party(player_chars)

    save_file.close()
    return [player_name, player_party, rounds]
Exemple #24
0
    Item(
        "chestplate",
        "The armour glitters with thick scales, but it has been used often. Its fabric is dirty and torn.",
        False, False, None, None))


def temp(target):
    target.health -= 1


data["Clearing"].add_item(
    Item("sword", "A simple longsword, rusted with disrepair.", False, True,
         temp, None))
#ADD CHARACTERS HERE
goblin = Character(
    "goblin", 2, False,
    "A small goblin. He seems extremely oblivious, but will attack if provoked."
)
goblin.add_attack(Attack(1, "The goblin swipes at you!"))
data["Clearing"].add_character(goblin)

data["Crossroads"].add_character(
    Character(
        "Guide of Astralon", 10, False,
        "A man materializes in thin air on the road-bend. He's wearing a golden cloak and his long beard floats over his thin locket. There's a soft halo around the ground on which he stands. You can ask him for advice if you wish."
    ))
data["Pond of Healing"].add_character(
    Character(
        "Tikki", 5, True,
        "A small bouncy fairy, with bright eyes and dark locks. She wears a simple dark blue dress that drapes around her shoulders."
    ))
data["Quezlat's Hill"].add_character(
Exemple #25
0
def intro():

    gameExit = False

    spritesheet = SpriteSheet('tiles/sheet.png')
    ground1 = spritesheet.image_at((0, 0, ts, ts))
    ground2 = spritesheet.image_at((ts, 0, ts, ts))
    ground3 = spritesheet.image_at((ts * 2, 0, ts, ts))
    fence = spritesheet.image_at((0, ts * 22, ts, ts), -1)
    path1 = spritesheet.image_at((ts * 5, 0, ts, ts))
    tree2 = spritesheet.image_at((ts * 2, ts, ts * 2, ts * 2), -1)
    log = spritesheet.image_at((ts * 6, ts * 5, ts * 2, ts), -1)
    skull = spritesheet.image_at((ts * 6, ts * 131, ts, ts), -1)

    morgan = Character('morgan', 20, 20)

    # scale things..
    ground1 = pygame.transform.scale(ground1, (scalesize, scalesize))
    ground2 = pygame.transform.scale(ground2, (scalesize, scalesize))
    ground3 = pygame.transform.scale(ground3, (scalesize, scalesize))
    path1 = pygame.transform.scale(path1, (scalesize, scalesize))
    tree2 = pygame.transform.scale(tree2, (scalesize * 2, scalesize * 2))
    fence = pygame.transform.scale(fence, (scalesize, scalesize))
    log = pygame.transform.scale(log, (scalesize * 2, scalesize))
    skull = pygame.transform.scale(skull, (scalesize, scalesize))

    background = (
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
    )

    foreground = (
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "T2", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "L1", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("T2", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
    )

    drawn = 0

    is_shaking = 0

    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            #debug
            #print(event)

        if not drawn:
            loc_x = 0
            loc_y = 0
            for map_y in background:
                for map_x in map_y:
                    if map_x == 'G1':
                        gameDisplay.blit(ground1, (loc_x, loc_y))
                    if map_x == 'G2':
                        gameDisplay.blit(ground2, (loc_x, loc_y))
                    if map_x == 'G3':
                        gameDisplay.blit(ground3, (loc_x, loc_y))
                    if map_x == 'P1':
                        gameDisplay.blit(path1, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

            loc_x = 0
            loc_y = 0
            for map_y in foreground:
                for map_x in map_y:
                    if map_x == 'T2':
                        gameDisplay.blit(tree2, (loc_x, loc_y))
                    if map_x == 'F1':
                        gameDisplay.blit(fence, (loc_x, loc_y))
                    if map_x == 'L1':
                        gameDisplay.blit(log, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0
        drawn = 0  #force redraw, or not

        key_input = pygame.key.get_pressed()
        if not is_shaking:
            if key_input[pygame.K_LEFT]:
                morgan.move_left()
            if key_input[pygame.K_UP]:
                morgan.move_up()
            if key_input[pygame.K_RIGHT]:
                morgan.move_right()
            if key_input[pygame.K_DOWN]:
                morgan.move_down()

        gameDisplay.blit(morgan.get_image(), morgan.get_location())

        pygame.display.update()
        clock.tick(60)
Exemple #26
0
true_scroll = [0, 0]

been_here = False

current_level = 0
levels = [
    'output:\nhello world', 'passed level 1', 'passed level 2',
    'coding\nin python\nis cool', 'passed level 4', 'passed level 5',
    'unlocked'
]
levels_text = []
load_levels_text(levels_text)

player = Player([100, 100])

pirate = Character('characters/pirate')
# background_animated = Character('characters/background_animated') # not in use yet, maybe for menu?
sky = pygame.image.load('game_map/background/sky.png').convert()

collectable = {}
while True:

    player.update_animation()
    true_scroll[0] += (player.rect.x - true_scroll[0] - display.get_width() //
                       2 - player.image.get_width() // 2) / 20
    true_scroll[1] += (player.rect.y - true_scroll[1] - display.get_height() //
                       2 - player.image.get_height() // 2) / 20
    scroll = true_scroll.copy()
    scroll[0] = int(scroll[0])
    scroll[1] = int(scroll[1])
Exemple #27
0

def find_index_from_xy(x, y):
    row = y // gc.IMAGE_SIZE
    col = x // gc.IMAGE_SIZE
    index = row * gc.NUM_TILES_SIDE + col
    return row, col, index


pygame.init()
display.set_caption(
    'Big Bang Theory -A Simple Memory Game Designed By Aashita')
screen = display.set_mode((gc.SCREEN_SIZE, gc.SCREEN_SIZE))
matched = image.load('other_assets/matched.png')
running = True
tiles = [Character(i) for i in range(0, gc.NUM_TILES_TOTAL)]
current_images_displayed = []

while running:
    current_events = event.get()

    for e in current_events:
        if e.type == pygame.QUIT:
            running = False

        if e.type == pygame.KEYDOWN:
            if e.key == pygame.K_ESCAPE:
                running = False

        if e.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
Exemple #28
0
def intro():

    gameExit = False
    frame_counter = 0

    phase = 0
    summoning = 0
    summoned = False

    chest = 'closed'
    show_key = False
    show_bear = False
    show_cake = False
    done_hoot = False
    did_fade = False
    cake_x = 290
    cake_y = 5
    key_pressed = False

    hoot_sound = pygame.mixer.Sound("sound/hoot.wav")
    ufo_sound = pygame.mixer.Sound("sound/ufo.wav")
    pop_sound = pygame.mixer.Sound("sound/pop.wav")
    open_sound = pygame.mixer.Sound("sound/unlock.wav")
    happy_birthday = pygame.mixer.Sound("sound/happybirthday.wav")
    pygame.mixer.init()
    pygame.mixer.music.load('sound/music.wav')
    pygame.mixer.music.set_volume(0.3)

    scan = pygame.image.load('pictures/scan.jpg')
    spritesheet = SpriteSheet('tiles/sheet.png')
    pumpkin = spritesheet.image_at((ts * 6, ts * 20, ts, ts), -1)
    seedling = spritesheet.image_at((ts * 7, ts * 19, ts, ts), -1)
    stone1 = spritesheet.image_at((ts * 1, ts * 57, ts, ts))
    stone2 = spritesheet.image_at((ts * 2, ts * 57, ts, ts))
    stone3 = spritesheet.image_at((0, ts * 57, ts, ts))
    ground1 = spritesheet.image_at((0, 0, ts, ts))
    ground2 = spritesheet.image_at((ts, 0, ts, ts))
    ground3 = spritesheet.image_at((ts * 2, 0, ts, ts))
    fence = spritesheet.image_at((0, ts * 22, ts, ts), -1)
    path1 = spritesheet.image_at((ts * 5, 0, ts, ts))
    tree2 = spritesheet.image_at((ts * 2, ts, ts * 2, ts * 2), -1)
    log = spritesheet.image_at((ts * 6, ts * 5, ts * 2, ts), -1)
    skull = spritesheet.image_at((ts * 6, ts * 131, ts, ts), -1)
    fountain = spritesheet.image_at((0, ts * 116, ts * 3, ts * 3), -1)
    statue = spritesheet.image_at((ts * 4, ts * 113, ts, ts * 2), -1)
    statue2 = spritesheet.image_at((ts * 3, ts * 115, ts, ts * 2), -1)
    statue3 = spritesheet.image_at((ts * 4, ts * 115, ts, ts * 2), -1)
    grave = spritesheet.image_at((ts * 3, ts * 8, ts, ts), -1)
    key = spritesheet.image_at((ts * 7, ts * 131, ts, ts), -1)
    bear = spritesheet.image_at((ts * 3, ts * 128, ts, ts), -1)
    heart = pygame.image.load('tiles/heart.png')

    cake_hover = pygame.image.load('tiles/cake.png')
    cake_hover.set_colorkey(cake_hover.get_at((0, 0)), pygame.RLEACCEL)
    cake_hover = pygame.transform.scale(cake_hover,
                                        (scalesize * 4, scalesize * 4))

    cat1 = Character('cat2', -100, 20)
    cat2 = Character('cat2', 900, 40)
    cat3 = Character('cat3', -100, 60)
    morgan = Character('morgan', -64, 50)
    zander = Character('zander', -64, 70)
    ghost = Character('ghost', -120, 70)
    ace = Character('alex', 575, 188)
    geoff = Character('geoff', 450, -80)
    martin = Character('martin', 800 + 64 + 20, 50)

    chest_closed = spritesheet.image_at((ts * 6, ts * 107, ts, ts), -1)
    chest_open = spritesheet.image_at((ts * 6, ts * 108, ts, ts), -1)

    # scale things..
    chest_closed = pygame.transform.scale(chest_closed, (scalesize, scalesize))
    chest_open = pygame.transform.scale(chest_open, (scalesize, scalesize))
    pumpkin = pygame.transform.scale(pumpkin, (scalesize, scalesize))
    seedling = pygame.transform.scale(seedling, (scalesize, scalesize))
    ground1 = pygame.transform.scale(ground1, (scalesize, scalesize))
    ground2 = pygame.transform.scale(ground2, (scalesize, scalesize))
    ground3 = pygame.transform.scale(ground3, (scalesize, scalesize))
    grave = pygame.transform.scale(grave, (scalesize, scalesize))
    key = pygame.transform.scale(key, (scalesize, scalesize))
    bear = pygame.transform.scale(bear, (scalesize * 2, scalesize * 2))
    stone1 = pygame.transform.scale(stone1, (scalesize, scalesize))
    stone2 = pygame.transform.scale(stone2, (scalesize, scalesize))
    stone3 = pygame.transform.scale(stone3, (scalesize, scalesize))
    path1 = pygame.transform.scale(path1, (scalesize, scalesize))
    tree2 = pygame.transform.scale(tree2, (scalesize * 2, scalesize * 2))
    fence = pygame.transform.scale(fence, (scalesize, scalesize))
    log = pygame.transform.scale(log, (scalesize * 2, scalesize))
    skull = pygame.transform.scale(skull, (scalesize, scalesize))
    statue = pygame.transform.scale(statue, (scalesize, scalesize * 2))
    fountain = pygame.transform.scale(fountain, (scalesize * 3, scalesize * 3))
    statue2 = pygame.transform.scale(statue2, (scalesize, scalesize * 2))
    statue3 = pygame.transform.scale(statue3, (scalesize, scalesize * 2))

    background = (
        ("S1", "S1", "S1", "S1", "S2", "P1", "P1", "P1", "S3", "S1", "S1",
         "S1", "S1"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "P1", "P1", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "P1", "P1", "G2",
         "G2", "G2"),
    )

    foreground = (
        ("  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "PD", "PD", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "PD",
         "  ", "  "),
        ("F1", "  ", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "A1", "  ",
         "A2", "  "),
        ("F1", "GR", "  ", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "PD",
         "T2", "  "),
        ("F1", "SK", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "PU",
         "  ", "  "),
        ("F1", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("F1", "  ", "A3", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "L1",
         "  ", "  "),
        ("F1", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "T2", "  "),
        ("T2", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
    )

    drawn = 0

    is_shaking = 0

    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        # For the sake of video capture, this will require
        # a hit of the space bar to start the whole thing..
        key_input = pygame.key.get_pressed()
        if key_pressed != True:
            if key_input[pygame.K_SPACE]:
                key_pressed = True
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 30)
            gameDisplay.blit(
                font_heading.render('INSERT COIN', 1, (255, 255, 255)),
                (325, 280))
            pygame.display.update()
            continue

            #debug
            #print(event)

        loc_x = 0
        loc_y = 0
        if did_fade == False:
            for map_y in background:
                for map_x in map_y:
                    if map_x == 'S1':
                        gameDisplay.blit(stone1, (loc_x, loc_y))
                    if map_x == 'S2':
                        gameDisplay.blit(stone2, (loc_x, loc_y))
                    if map_x == 'S3':
                        gameDisplay.blit(stone3, (loc_x, loc_y))
                    if map_x == 'G1':
                        gameDisplay.blit(ground1, (loc_x, loc_y))
                    if map_x == 'G2':
                        gameDisplay.blit(ground2, (loc_x, loc_y))
                    if map_x == 'G3':
                        gameDisplay.blit(ground3, (loc_x, loc_y))
                    if map_x == 'P1':
                        gameDisplay.blit(path1, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

        loc_x = 0
        loc_y = 0
        if did_fade == False:
            for map_y in foreground:
                for map_x in map_y:
                    if map_x == 'GR':
                        gameDisplay.blit(grave, (loc_x, loc_y))
                    if map_x == 'SK':
                        gameDisplay.blit(skull, (loc_x, loc_y))
                    if map_x == 'PD':
                        gameDisplay.blit(seedling, (loc_x, loc_y))
                    if map_x == 'PU':
                        gameDisplay.blit(pumpkin, (loc_x, loc_y))
                    if map_x == 'T2':
                        gameDisplay.blit(tree2, (loc_x, loc_y))
                    if map_x == 'F1':
                        gameDisplay.blit(fence, (loc_x, loc_y))
                    if map_x == 'L1':
                        gameDisplay.blit(log, (loc_x, loc_y))
                    if map_x == 'A2':
                        gameDisplay.blit(statue2, (loc_x, loc_y))
                    if map_x == 'A3':
                        gameDisplay.blit(statue3, (loc_x, loc_y))
                    if map_x == 'A1':
                        if not summoned:
                            statue_x = loc_x
                            statue_y = loc_y
                            if summoning > 0:
                                if summoning == 1:
                                    pygame.mixer.Sound.play(ufo_sound)
                                summoning = summoning + 1
                                statue_x = statue_x + random.randint(-5, 5)
                                statue_y = statue_y + random.randint(-5, 5)
                                if summoning > 80:
                                    # ugh python - ??
                                    dim = statue.get_size()
                                    lst = list(dim)
                                    lst[0] = lst[0] + 100
                                    lst[1] = lst[1] + 100
                                    dim = tuple(lst)
                                    statue_x = statue_x - 50 * (summoning - 80)
                                    statue_y = statue_y - 50 * (summoning - 80)
                                    statue = pygame.transform.scale(
                                        statue, dim)
                                    if summoning == 117:
                                        pygame.mixer.Sound.play(pop_sound)
                                if summoning > 120:
                                    summoned = True
                            gameDisplay.blit(statue, (statue_x, statue_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

        # Foreground tiles that don't fit into my tile engine
        if chest != 'hidden':
            if chest == 'open':
                gameDisplay.blit(chest_open, (390, 380))
            else:
                gameDisplay.blit(chest_closed, (390, 380))
        if show_key:
            gameDisplay.blit(key, (390, 350))
        if show_bear:
            gameDisplay.blit(bear, (358, 353))
        if show_cake:
            gameDisplay.blit(cake_hover, (cake_x, cake_y))

        if did_fade != True:
            gameDisplay.blit(fountain, (327, 490))

        gameDisplay.blit(morgan.get_image(), morgan.get_location())
        gameDisplay.blit(martin.get_image(), martin.get_location())
        gameDisplay.blit(zander.get_image(), zander.get_location())
        gameDisplay.blit(ghost.get_image(), ghost.get_location())
        gameDisplay.blit(geoff.get_image(), geoff.get_location())
        if summoned:
            gameDisplay.blit(ace.get_image(), ace.get_location())
        gameDisplay.blit(cat1.get_image(), cat1.get_location())
        gameDisplay.blit(cat2.get_image(), cat2.get_location())
        gameDisplay.blit(cat3.get_image(), cat3.get_location())

        # This is the non-interactive .. thing. Each phase is an 'act' of the animation.
        # I'm sure there are better ways of doing this.. this is what I came up with,
        # while drinking a cup of tea.

        # Morgan walks in to the right
        if phase == 0:
            if done_hoot != True:
                pygame.mixer.Sound.play(hoot_sound)
                done_hoot = True
            t1 = cat1.move_right(900)
            t2 = cat2.move_left(-100)
            t3 = cat3.move_right(900)
            font = 'EightBitDragon-anqx.ttf'
            font = pygame.font.Font(font, 30)
            gameDisplay.blit(font.render('England', 1, (255, 255, 255)),
                             (350, 140))
            gameDisplay.blit(font.render('2020', 1, (255, 255, 255)),
                             (378, 185))
            if t1 and t2 and t3:
                frame_counter = frame_counter + 1
                if frame_counter > 50:
                    frame_counter = 0
                    phase = 1
                    pygame.mixer.music.play(1)

        if phase == 1:
            if morgan.move_right(360):
                phase = 2

        # Martin walks in from the left
        if phase == 2:
            if martin.move_left(420):
                phase = 3

        # A heart appears above us for a few frames
        if phase == 3:
            frame_counter = frame_counter + 1
            if frame_counter < 50:
                gameDisplay.blit(heart, (406, 30))
            else:
                frame_counter = 0
                phase = 4

        # We walk down together
        if phase == 4:
            t1 = morgan.move_down(300)
            t2 = martin.move_down(300)
            if t1 and t2:
                phase = 5

        # A speech bubble of some sort
        if phase == 5:
            dialogue(morgan, 'Hello everybody!')
            phase = 6

        if phase == 6:
            dialogue(martin, 'We have brought you here today for some news...')
            phase = 7

        if phase == 7:
            dialogue(martin, 'But first...')
            phase = 8

        if phase == 8:
            dialogue(morgan, 'ZANDER!!!')
            phase = 9

        if phase == 9:
            t1 = zander.move_right(900)
            t2 = ghost.move_right(890)
            if t1 and t2:
                phase = 10

        if phase == 10:
            dialogue(martin, 'ZANDER!!!!!!')
            phase = 11

        if phase == 11:
            if zander.move_left(340):
                phase = 12

        if phase == 12:
            if zander.move_down(220):
                phase = 13

        # Add some frames between z arriving and speaking.
        if phase == 13:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 14

        if phase == 14:
            dialogue(zander, '???')
            phase = 15

        if phase == 15:
            dialogue(martin, 'GEOFFFFFF!!!!!!')
            phase = 16

        if phase == 16:
            if geoff.move_down(220):
                phase = 17

        if phase == 17:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 18

        if phase == 18:
            dialogue(geoff, 'Want to see my new Beano?')
            phase = 19

        if phase == 19:
            dialogue(martin, 'We\'re missing one...')
            phase = 20

        if phase == 20:
            dialogue(morgan, '>> SUMMON ALEX <<')
            phase = 21

        if phase == 21:
            if summoning == 0:
                summoning = 1
            if summoned:
                phase = 22

        if phase == 22:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 23

        if phase == 23:
            dialogue(ace, 'HERE!')
            phase = 24

        if phase == 24:
            t1 = ace.move_up(120)
            t2 = ace.move_left(390)
            if t1 and t2:
                phase = 25

        if phase == 25:
            if ace.move_down(215):
                phase = 26

        if phase == 26:
            dialogue(martin,
                     'Now that everybody is here, we just want to say..')
            phase = 27

        if phase == 27:
            show_cake = True
            frame_counter = frame_counter + 1
            if frame_counter > 50:
                pygame.mixer.Sound.play(happy_birthday)
                frame_counter = 0
                cake = pygame.image.load('tiles/cake.png')
                cake.set_colorkey(cake.get_at((0, 0)), pygame.RLEACCEL)
                cake = pygame.transform.scale(cake,
                                              (scalesize * 2, scalesize * 2))
                dialogue_all('everybody', cake, 'HAPPY BIRTHDAY GRANDPA!')
                phase = 28

        if phase == 28:
            dialogue(morgan, 'We hope you have an amazing day!')
            phase = 29

        if phase == 29:
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 30

        if phase == 30:
            show_cake = False
            dialogue(zander, 'Wait, what\'s in the chest?')
            phase = 31

        if phase == 31:
            dialogue(ace, 'Yeh, I was in the middle of a game!')
            phase = 32

        if phase == 32:
            dialogue(morgan, 'Well let\'s open it and find out!')
            show_key = True
            phase = 33

        if phase == 33:
            frame_counter = frame_counter + 1
            if frame_counter == 90:
                pygame.mixer.Sound.play(open_sound)
            if frame_counter > 100:
                frame_counter = 0
                phase = 34

        if phase == 34:
            show_key = False
            chest = 'open'
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 35
                pygame.mixer.init()
                pygame.mixer.music.load('sound/lullaby.wav')
                pygame.mixer.music.set_volume(1)
                pygame.mixer.music.play(1)

        if phase == 35:
            chest = 'hidden'
            show_bear = True
            frame_counter = frame_counter + 1
            if frame_counter == 1:
                pygame.mixer.music.play(1)
            if frame_counter > 100:
                frame_counter = 0
                phase = 36

        if phase == 36:
            dialogue(martin, 'That\'s interesting...')
            phase = 37

        if phase == 37:
            dialogue(morgan, 'That means...')
            phase = 38

        if phase == 38:
            dialogue(geoff, 'What does it mean?')
            phase = 39

        if phase == 39:
            dialogue(zander, 'Oh no...')
            phase = 40

        if phase == 40:
            dialogue(ace, 'Not again...')
            phase = 41

        if phase == 41:
            dialogue(morgan, 'Yes, again.')
            phase = 42

        if phase == 42:
            dialogue(morgan, 'Arriving April 2021! A new player!')
            phase = 43

        if phase == 43:
            dialogue(geoff, 'I\'m not sharing my Lego.')
            phase = 44

        if phase == 44:
            dialogue(morgan, 'Hush all of you!')
            phase = 45

        if phase == 45:
            dialogue(morgan, 'Thank you for listening to our news!')
            phase = 46

        if phase == 46:
            dialogue(martin, 'We hope you are excited as we are!')
            phase = 47

        if phase == 47:
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 48

        if phase == 48:
            did_fade = True
            fadeout()
            phase = 49

        if phase == 49:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 20)
            font_body = 'EightBitDragon-anqx.ttf'
            font_body = pygame.font.Font(font_body, 15)
            gameDisplay.blit(
                font_heading.render('Sound Credits', 1, (255, 255, 255)),
                (320, 60))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/BeezleFM (unlock)', 1,
                    (193, 193, 193)), (140, 100))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/erkanozan/ (ufo)', 1,
                    (193, 193, 193)), (140, 120))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/Breviceps/ (owl)', 1,
                    (193, 193, 193)), (140, 140))
            gameDisplay.blit(font_heading.render('Music', 1, (255, 255, 255)),
                             (370, 180))
            gameDisplay.blit(
                font_body.render('David Vitas @davidvitas (Lullaby Music)', 1,
                                 (193, 193, 193)), (230, 240))
            gameDisplay.blit(
                font_body.render('sawsquarenoise (Towel Defence Ending)', 1,
                                 (193, 193, 193)), (230, 220))
            gameDisplay.blit(scan, (150, 280))
            frame_counter = frame_counter + 1
            if frame_counter > 300:
                frame_counter = 0
                fadeout()
                phase = 50

        if phase == 50:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 20)
            font_body = 'EightBitDragon-anqx.ttf'
            font_body = pygame.font.Font(font_body, 15)
            gameDisplay.blit(
                font_heading.render('Graphics', 1, (255, 255, 255)), (355, 60))
            gameDisplay.blit(
                font_body.render(
                    'https://pipoya.itch.io/pipoya-rpg-tileset-32x32 (tiles)',
                    1, (193, 193, 193)), (140, 100))
            gameDisplay.blit(
                font_body.render(
                    'https://pipoya.itch.io/pipoya-free-rpg-character-sprites-32x32',
                    1, (193, 193, 193)), (90, 120))
            gameDisplay.blit(
                font_body.render('(character sprites)', 1, (193, 193, 193)),
                (320, 140))
            gameDisplay.blit(
                font_heading.render('Thanks to all content creators!', 1,
                                    (255, 255, 255)), (220, 180))
            gameDisplay.blit(
                font_body.render('starfighter.dev', 1, (193, 193, 193)),
                (330, 250))
            gameDisplay.blit(scan, (150, 280))

            frame_counter = frame_counter + 1
            if frame_counter > 300:
                fadeout()
                frame_counter = 0
                phase = 51

        if phase == 51:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            pygame.mixer.music.fadeout(5000)

        #cat1 = Character('cat1', -100, 20)
        #cat2 = Character('cat2', 900, 40)
        #cat3 = Character('cat3', -100, 60)

        pygame.display.update()
        clock.tick(60)
Exemple #29
0
        open('armors/armor_types/list_of_types.json', "r", encoding="utf-8")).items()
]
armor_mods = [
    ModificationOfArmor(k, v) for k, v in json.load(
        open('armors/armor_mods/list_of_modification.json')).items()
]
weapon_mods = [
    ModificationOfWeapon(k, v) for k, v in json.load(
        open('weapons/weapon_mods/list_of_modification.json')).items()
]
weapon_types = [
    TypeOfWeapon(k, *v) for k, v in json.load(
        open('weapons/weapons_types/list_of_types.json', "r", encoding="utf-8")).items()
]
enemies = [
    Character(choice(enemy_names)),
    Character(choice(enemy_names))
]
load = input('Do you want to load a saved player? (y/n): ')
if load == 'y':
    # HM select file in folder 'save' and choose the player json
    path_to_characters = Path(SAVE_FOLDER)
    list_of_file = [child for child in path_to_characters.iterdir()]
    create_choice_list([child.name for child in list_of_file])
    index = int(input("Choose your save: "))
    character = create_player(
        json.load(open(list_of_file[index])),
        armor_types,
        weapon_types,
        armor_mods,
        weapon_mods,
Exemple #30
0
class BlackJack:
    """
    BlackJack game
    """
    def __init__(self) -> None:
        self.player = Character()
        self.dealer = Dealer()
        self.menu = ActionMenu(self.dealer)
        self.minimum = 10
        self.maximum = int(self.minimum * 1.5)
        self.bet = 0

    def __call__(self) -> None:
        self.execute()

    def execute(self) -> None:
        """
        Starts the game
        """
        while self.player.money > self.minimum:
            try:
                self._make_bet()
                self._first_deal()
                self._construct_screen()
                if self._natural_21():
                    continue
                choice = self.menu.handle_options()
                self._perform_move(choice)
                self._show_cards(show_hidden=True)
                self._determine_winner()
                self._update_min_max()
                self._clear_hands()
            except KeyboardInterrupt:
                clear()
                print("\nThanks for playing!\n")
                sleep()
                clear()
                sys.exit(0)
        self._game_over()

    def _game_over(self) -> None:
        """
        Game over messages
        """
        msg = "You do not have enough money for the minimum bet of ${}"
        print(msg.format(self.minimum))
        print("\nGAME OVER")

    def _clear_hands(self) -> None:
        """
        Reset the player and dealers hands
        """
        self.dealer.hand = []
        self.player.hand = []

    def _perform_move(self, choice: str) -> None:
        """
        Translate the string choice into an action
        """
        if choice == "Stand":
            self.dealer.deal(self.dealer)
        elif choice == "Hit":
            self.dealer.deal(self.player)

    def _update_min_max(self) -> None:
        """
        Updates in and max attributes by 50%, to a max threshold of 500
        """
        if self.maximum < 500:
            self.minimum *= 2
            self.maximum *= 2
        else:
            self.minimum = 350
            self.maximum = 500

    def _first_deal(self) -> None:
        """
        Deals 2 cards to the dealer and player
        """
        print("\nDealer dealing cards....")
        sleep()
        self.dealer.deal(self.dealer)
        self.dealer.deal(self.dealer)
        self.dealer.deal(self.player)
        self.dealer.deal(self.player)

    def _natural_21(self) -> bool:
        """
        Determines if player has 21 and hands over winnings if True
        """
        if self.player.card_count == 21:
            winnings = self.bet + (self.bet * 2.5)
            msg = "Natural 21! You earn ${}"
            print(msg.format(winnings))
            sleep()
            self.player.money += winnings
            self._update_min_max()
            self._clear_hands()
            return True
        return False

    def _make_bet(self) -> None:
        """
        Prompts player to make a bet
        """
        clear()
        print("Player: ${}\n".format(self.player.money))
        msg = "Make your bet (min: ${}, max: ${})."
        print(msg.format(self.minimum, self.maximum))
        entered_bet = input(">> ")
        if not entered_bet.isdigit():
            print("Please enter a number.")
            sleep()
            flush_input()
            return self._make_bet()
        bet = int(entered_bet)
        if self.minimum > bet or self.maximum < bet:
            print("${} is outside the min and max bets".format(bet))
            sleep()
            self._make_bet()
        self.bet = bet
        self.player.money -= bet
        flush_input()

    def _construct_screen(self) -> None:
        """
        Constructs players stats and dealers and players hands
        """
        clear()
        print("Player Wallet: ${}".format(self.player.money))
        print("Bet: ${}\n".format(self.bet))
        self._show_cards()
        flush_input()

    def _show_cards(self, show_hidden: bool = False) -> None:
        """ Prints the players and dealers cards in hand.

        Args:
            show_hidden (bool): show dealers face down card if True.
        """
        print("Player: {}".format(self.player.str_hand()))
        print("Dealer: {}\n".format(self.dealer.str_hand(show_hidden)))

    def _determine_winner(self) -> None:
        """
        Determines whether player or dealer has cards closer to 21
        """
        player_hand = self.player.card_count
        dealer_hand = self.dealer.card_count
        if player_hand == dealer_hand:
            self._draws()
        elif player_hand == 21 or dealer_hand > 21:
            self._win()
        elif dealer_hand == 21 or player_hand > 21:
            self._lose()
        elif player_hand > dealer_hand:
            self._win()
        elif dealer_hand > player_hand:
            self._lose()
        else:
            raise ValueError("Unknown winner.")

    def _draws(self) -> None:
        """
        Give back the bet to the player
        """
        print("\nDraw!")
        sleep()
        self.player.money += self.bet
        self.bet = 0

    def _win(self) -> None:
        """
        Give player double his bettings in money
        """
        winnings = self.bet * 2
        print("\nPlayer Wins!")
        sleep()
        print("Player recieves ${}\n".format(self.bet))
        sleep()
        self.player.money += winnings
        self.bet = 0

    def _lose(self) -> None:
        """
        Dealer takes betting money
        """
        print("\nPlayer Loses!\n")
        sleep()
        self.dealer.money += self.bet
        self.bet = 0
Exemple #31
0
class Game:
    def __init__(self):
        self.player = Character()
        self.monsters = [Goblin(), Troll(), Dragon()]
        self.monster = self.get_next_monster()

        # game loop
        while self.player.hit_points and (self.monster or self.monsters):
            print('\n' + '=' * 20)
            print(self.player)
            self.monster_turn()
            print('-' * 20)
            self.player_turn()
            self.cleanup()
            print('\n' + '=' * 20)

        if self.player.hit_points:
            print("You win!")
        elif self.monster or self.monsters:
            print("You lose!")

        sys.exit()

    def get_next_monster(self):
        try:
            return self.monsters.pop(0)
        except IndexError:
            return None

    def monster_turn(self):
        if self.monster.attack():
            print("{} is attacking!".format(self.monster))
            if self.player.dodge():
                print("You dodged the attack!")
            else:
                print("You got hit anyway!")
                self.player.hit_points -= 1
        else:
            print("{} isn't attacking this turn".format(self.monster))

    def player_turn(self):
        action = input("Action ([A]ttack, [R]est, [Q]uit): ").lower()

        if action == 'a':
            print("You're attacking {}!".format(self.monster))
            if self.player.attack():
                if self.monster.dodge():
                    print("{} dodged your attack!".format(self.monster))
                else:
                    if self.player.leveled_up():
                        self.monster.hit_points -= 2
                    else:
                        self.monster.hit_points -= 1
                    print("You hit {} with your {}!".format(self.monster, self.player.weapon))
            else:
                print("You missed!")
        elif action == 'r':
            self.player.rest()
        elif action == 'q':
            print("Quited")
            sys.exit()
        else:
            self.player_turn()

    def cleanup(self):
        if self.monster.hit_points <= 0:
            self.player.experience += self.monster.experience
            print("You killed {}!".format(self.monster))
            self.monster = self.get_next_monster()