def create_enemy(self): self.skeleton1 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton1) self.skeleton2 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton2) self.skeleton3 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton3) self.boss = self.my_view.draw_entity(self.my_view.boss, self.random_spawn()) self.chars_on_screen.append(self.boss) obj = Boss() obj.id = self.boss self.enemies_on_screen.append(obj) self.bossEntity = obj obj = Skeleton() obj.id = self.skeleton1 self.enemies_on_screen.append(obj) obj = Skeleton() obj.id = self.skeleton2 self.enemies_on_screen.append(obj) obj = Skeleton() obj.id = self.skeleton3 self.enemies_on_screen.append(obj) print(self.chars_on_screen) print(self.skeleton1)
def __init__(self): # self.game_status() self.my_map = Map() self.my_view = View(self.my_map.map1) self.combat = Fight_engine() self.my_view.root.bind("<KeyPress>", self.on_key_press) self.creatures = [Boss(0, 7, "boss")] self.get_random_skeletons() self.get_units() self.hero = Hero(0, 0, "hero-down") self.hero.unit_id = self.my_view.draw_game_object(0, 0, "hero-down") self.movement_count = 0 self.delete_dead_creature() self.hud() self.my_view.start()
def __init__(self): root = Tk() canvas_height = 720 canvas_width = 820 self.hud_x = 720 self.hud_y = 0 self.canvas = Canvas(root, width=canvas_width, height=canvas_height, bg = "#957740") self.map = Map() self.map.draw_map(self.canvas) self.skeleton_number = 3 self.spots = self.map.create_enemy_spots(self.skeleton_number + 1) self.skeletons = [] self.create_skeletons() self.add_skeleton_coordinates() self.add_key_to_skeleton() self.draw_skeletons() self.boss = Boss(self.canvas) self.boss.draw(self.spots[-1]) self.boss.x = self.spots[-1][0] self.boss.y = self.spots[-1][1] self.boss_is_dead = False self.enemies = [] self.enlist_enemies() self.deleted_enemies = [] self.hero = Hero(self.canvas) self.hero.draw(0, 0) self.hero_has_key = False self.hud = Hud() self.hud.draw_hud(self.canvas, self.hud_x, self.hud_y, self.hero.level, self.hero.hp, self.hero.dp, self.hero.sp) self.enemy_stat_onscreen = False self.hero_can_move = True root.bind("<KeyPress>", self.on_key_press) self.arrows = { "up": ["Up", 0, -1], "down": ["Down", 0, 1], "right": ["Right", 1, 0], "left": ["Left", -1, 0] } self.canvas.pack() root.mainloop()
def __init__(self): self.size = 720 self.root = Tk() self.root.configure(background ='black') self.hud = 200 self.canvas = Canvas(self.root, width=self.size+self.hud, height=self.size,bg="green",bd=0) self.floor = PhotoImage(file="floor.png") self.wall = PhotoImage(file="wall.png") self.char_down = PhotoImage(file="hero-down.png") self.char_up = PhotoImage(file="hero-up.png") self.char_right = PhotoImage(file="hero-right.png") self.char_left = PhotoImage(file="hero-left.png") self.skeleton = PhotoImage(file="skeleton.png") self.boss = PhotoImage(file="boss.png") self.hero = Hero() self.warlock = Boss() self.bones = Skeleton() self.canvas.pack() self.canvas.focus_set()
def __init__(self): root = Tk() canvas_height = 700 canvas_width = 720 canvas = Canvas(root, width=canvas_width, height=canvas_height) self.map = Map() self.map.draw_map(canvas) self.hero = Hero(canvas) self.hero.draw_hero(0, 0) self.hero.update_entity(self.hero.hero_down) self.skeleton = Skeleton(canvas) self.boss = Boss(canvas) self.skel_num = 3 self.coordinates = self.map.create_random_coordinates(self.skel_num + 1) self.skeleton.draw_skeleton(self.coordinates[:-1]) self.boss.draw_boss(self.coordinates[-1]) self.hud = Hud() self.hud.draw_hud(canvas, 0, 650) root.bind("<KeyPress>", self.on_key_press) canvas.pack() root.mainloop()