Exemple #1
0
zelena.link_street(franka, "південь")
saksahanskoho.link_street(franka, "схід")
franka.link_street(saksahanskoho, "захід")
saksahanskoho.link_street(shevchenka, "північ")
shevchenka.link_street(saksahanskoho, "південь")
shevchenka.link_street(halytska, "схід")
halytska.link_street(shevchenka, "захід")
halytska.link_street(krakivska, "північ")
krakivska.link_street(halytska, "південь")
zelena.link_street(kniazia_romana, "північ")
kniazia_romana.link_street(zelena, "південь")
kniazia_romana.link_street(halytska, "північ")
halytska.link_street(kniazia_romana, "південь")

curse_work = game.Enemy(
    "Магнат",
    "Злий багатій, який планує побудувати казино замість мого університету.")
curse_work.set_conversation("Ха-ха-ха, я отримаю дохвіл швидше.")
curse_work.set_weakness("дозвіл")
kozelnytska.set_character(curse_work)

posipaka_b = game.Enemy(
    "Посіпаки-батяри",
    "Кілька хлопців спортивної зовнішності найнятих магнатом, "
    "аби протидіяти мені.")

posipaka_b.set_conversation("Ти нас не переможеш власноруч!!!")
posipaka_b.set_weakness("поліцейський")
franka.set_character(posipaka_b)

posipaka_l = game.Enemy("Посіпака-лотер", "Ще один прихвостень магната.")
Exemple #2
0
kitchen = game.Room("Kitchen")
kitchen.set_description("A dank and dirty room buzzing with flies.")

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

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

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

dave = game.Enemy("Dave", "A smelly zombie")
dave.set_conversation("What's up, dude! I'm hungry.")
dave.set_weakness("cheese")
dining_hall.set_character(dave)

tabitha = game.Enemy("Tabitha", "An enormous spider with countless eyes and furry legs.")
tabitha.set_conversation("Sssss....I'm so bored...")
tabitha.set_weakness("book")
ballroom.set_character(tabitha)

cheese = game.Item("cheese")
cheese.set_description("A large and smelly block of cheese")
ballroom.set_item(cheese)

book = game.Item("book")
book.set_description("A really good book entitled 'Knitting for dummies'")
Exemple #3
0
def Main():

    player = game.Player()
    walls = game.LoadLevel2(Lvl0())
    graphicInterface=GUI.characterPortrait()
    heart1 = GUI.heartContainers(43)
    heart2 = GUI.heartContainers(70)
    heart3 = GUI.heartContainers(97)

    enemies = []
    enemies += [game.Enemy()]

    while True:
        screen.fill((0, 0, 200))

        player.Controls(walls)

        player.Update()
        for bullet in player.bullets:
            for wall in walls:
                if wall.rect.colliderect(bullet.rect):
                    player.bullets.remove(bullet)
                    break
            for enemy in enemies:
                if bullet.rect.colliderect(enemy.rect):
                    player.bullets.remove(bullet)
                    enemy.life -= bullet.demage
                    if enemy.life <= 0:
                        enemies.remove(enemy)
                    break
            bullet.Update()

        for wall in walls:
            if wall.type == 1:
                pygame.draw.rect(screen, (200, 200, 200), wall.rect)
            if wall.type == 2:
                pygame.draw.rect(screen, (100, 100, 100), wall.rect)
                if wall.rect.colliderect(player.hitBox):
                    if wall.side == '1':
                        player.rect.y = 625
                        player.hitBox.y = 625
                    if wall.side == '4':
                        player.rect.x = 125
                        player.hitBox.x = 125
                    if wall.side == '2':
                        player.rect.y = 50
                        player.hitBox.y = 50
                    if wall.side == '3':
                        player.rect.x = 1000
                        player.hitBox.x = 1000
                    walls = game.LoadLevel2(wall.level)

        pygame.draw.rect(screen, (2, 250, 200), pygame.Rect(300, 85, player.abilCool, 5))

        screen.blit(player.image, player.rect)
        screen.blit(graphicInterface.image, graphicInterface.rect)
        screen.blit(heart1.image, heart1.rect)
        screen.blit(heart2.image, heart2.rect)
        screen.blit(heart3.image, heart3.rect)

        for enemy in enemies:
            screen.blit(enemy.imageMaster, enemy.rect)

        for bullet in player.bullets:
            screen.blit(bullet.image, bullet.rect)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit(0)

        clock.tick(60)
        pygame.display.flip()
Exemple #4
0
 def setUp(self):
     self.game = game.Game('Python Game Project - Chai Grindean', 800, 800)
     self.player = game.Player('./Assets/player.png', 375, 700, 60, 60)
     self.enemy1 = game.Enemy('./Assets/monster4.png', 375, 700, 75, 50, 7)
     self.chest = game.GameObject('./Assets/chest.png', 375, 25, 50, 50)
Exemple #5
0
import game

kitchen = game.Room('Kitchen')
kitchen.set_description('My favourite room with frige and food.')
dining_room = game.Room('Dining Room')
dining_room.set_description('Small room with big table.')
bathroom = game.Room('Bathroom')
bathroom.set_description('Toilet and shower. Thats all.')
kitchen.room_location(dining_room, 'south')
dining_room.room_location(kitchen, 'north')
dining_room.room_location(bathroom, 'west')
bathroom.room_location(dining_room, 'east')
zombie = game.Enemy('Ted', 'A stuped zombie')
zombie.set_conversation('Aaaaaaaarrrr!')
zombie.set_weakness('sword')
dining_room.set_character(zombie)
spider = game.Enemy('Spidy', 'A small spider but so terrible.')
spider.set_conversation('Now I living here. I must leave.')
spider.set_weakness('magazine')
bathroom.set_character(spider)
sword = game.Item('sword')
sword.set_description('A long acute sword.')
bathroom.set_item(sword)
magazine = game.Item('magazine')
magazine.set_description('A boring magazine.')
dining_room.set_item(magazine)
current_room = kitchen
bag = []
dead = False

if __name__ == '__main__':
Exemple #6
0
def main_game():
    '''
    Main function that organises the flow of the game
    '''
    print_intro_screen()

    reception = game.Location('Reception')
    reception.set_description(
        'Sheptytsky Center reception on the first floor next to entrance.\
With monitors, termometer and guards')

    basement = game.Location('Basement')
    basement.set_description(
        'Sheptytsky Center Underground Basement with lots of tables,\
chairs, desks and sofas to study')

    it_space = game.Location('IT Space')
    it_space.set_description(
        'Basement in Academic Corps with tables and comfortable chairs')

    trapezna = game.Location('Trapezna')
    trapezna.set_description('Place to eat. Large room with tables')

    striysky_park_south = game.Location('Stryiskyi Park South Side Entrance')
    striysky_park_south.set_description(
        'Dark park. Nobody knows what a mistery and dangerous\
creatures hides inside')

    railway_station = game.Location('Children Railway Station')
    railway_station.set_description(
        'Forgoten and abandoned childrens railway station.\
Old building and trains')

    striysky_park_fountain = game.Location('Stryiskyi Park Fountain')
    striysky_park_fountain.set_description(
        'Fountain in Stryiskyi Park, with some\
infrastructure around')

    luno = game.Item('LUNO')
    luno.set_description('Mysterious and powerful object')
    luno.set_damage(150)

    guard = game.Character('Guard',
                           'Angry guard, you\'d better not mess up with him')
    guard_conv = read_conversation('guard.txt', False)
    guard.set_conversation(guard_conv)

    lotr1 = game.Enemy('Lotr 1',
                       'Aggressive tall and slim jerk, blocking you way')
    lotr1.set_properties(5, 7)
    lotr1_conv = read_conversation('lotr1.txt', False)
    lotr1.set_conversation(lotr1_conv)
    lotr1.not_passable()

    lotr2 = game.Enemy('Lotr 2', 'Angry fat but slow lotr, blocking you way')
    lotr2.set_properties(40, 3)
    lotr2_conv = read_conversation('lotr2.txt', False)
    lotr2.set_conversation(lotr2_conv)
    lotr2.not_passable()

    alcoholic = game.Enemy(
        'Alcoholic', 'Old mysterous homeless alcoholic with white beard')
    alcoholic.set_properties(10, 10)
    alcoholic_conv = read_conversation('alcoholic.txt', False)
    alcoholic.set_conversation(alcoholic_conv)
    alcoholic.set_drop(luno)

    abaddon = game.Enemy('Abaddon', 'Mighty creature, blocking you way to win')
    abaddon.set_properties(125, 75)
    abaddon_conv = read_conversation('abaddon.txt', False)
    abaddon.set_conversation(abaddon_conv)
    abaddon.not_passable()

    vendor = game.Character('Vendor', 'Polite vendor in Trapezna')
    vendor_conv = read_conversation('vendor.txt', False)
    vendor.set_conversation(vendor_conv)

    spider = game.Enemy('Spider', 'Tiny spider hidding in his corner')
    spider.set_properties(1, 3)
    spider_conv = read_conversation('spider.txt', True)
    spider.set_conversation(spider_conv)

    hero = game.Hero()

    basement.link_loc(reception)
    reception.link_loc(striysky_park_south)
    reception.link_loc(it_space)
    reception.link_loc(trapezna)
    it_space.link_loc(trapezna)
    it_space.link_loc(striysky_park_south)
    it_space.link_loc(reception)
    trapezna.link_loc(reception)
    trapezna.link_loc(it_space)
    trapezna.link_loc(striysky_park_south)
    striysky_park_south.link_loc(railway_station)
    striysky_park_south.link_loc(striysky_park_fountain)
    striysky_park_south.link_loc(trapezna)
    striysky_park_south.link_loc(it_space)
    striysky_park_south.link_loc(reception)
    railway_station.link_loc(striysky_park_fountain)
    railway_station.link_loc(striysky_park_south)

    trapezna.set_character(vendor)
    reception.set_character(guard)
    striysky_park_south.set_character(lotr1)
    striysky_park_south.set_character(lotr2)
    it_space.set_character(spider)
    railway_station.set_character(alcoholic)
    striysky_park_fountain.set_character(abaddon)

    pencil = game.Item('Pencil')
    pencil.set_description('Sharp gray pencil')
    pencil.set_damage(20)
    basement.set_item(pencil)

    current_location = basement
    previous_location = None
    backpack = {}

    while True:
        time.sleep(0.9)
        print('\n')
        print(term.bold(f'HP: {hero.hp}'))
        print(f'{term.bold("BKPCK: ")}', end='')
        print(', '.join(backpack.keys()))
        time.sleep(0.2)
        could_pass = True
        current_location.get_details()
        time.sleep(0.3)

        personages, personages_dict = current_location.get_characters(), {}
        fightable_personages_dict = {}
        for personage in personages:
            time.sleep(0.1)
            personage.describe()
            personages_dict[personage.name] = personage
            if isinstance(personage, game.Enemy):
                fightable_personages_dict[personage.name] = personage
                could_pass = could_pass and personage.passable

        if current_location.name == 'Stryiskyi Park Fountain':
            if could_pass:
                print('Yey, you won')
                return
            print(
                'This is the last stage. Defeat enemy, who block your pass here and you win'
            )

        items, items_dict = current_location.get_items(), {}
        for item in items:
            item.describe()
            items_dict[item.name] = item

        print()
        linked_locs = []
        print(f'{term.bold("[GO]:    ")}', end='')
        for loc in current_location.linked_locs:
            linked_locs.append(loc.name)
        print(', '.join(linked_locs))
        time.sleep(0.1)

        print(f'{term.bold("[TAKE]:  ")}', end='')
        print(', '.join(items_dict.keys()))
        time.sleep(0.1)

        print(f'{term.bold("[TALK]:  ")}', end='')
        print(', '.join(personages_dict.keys()))
        time.sleep(0.1)

        print(f'{term.bold("[FIGHT]: ")}', end='')
        print(', '.join(fightable_personages_dict.keys()))
        time.sleep(0.1)

        command = input('> ')

        if command.lower() == 'go':
            if not could_pass:
                print(
                    'It was a trap, you should defeat enemy who is blocking your way ahead'
                )
                print(
                    'But still, you can return to the previous location. Returning...'
                )
                current_location, previous_location = previous_location, current_location
            elif len(linked_locs) > 1:
                print('Where you want to go?')
                goto_loc = input('> ')
                if goto_loc in linked_locs:
                    previous_location = current_location
                    current_location = current_location.move(goto_loc)
                else:
                    print(f'There is no such location as {goto_loc}')
            else:
                previous_location = current_location
                current_location = current_location.move(linked_locs[0])

        elif command.lower() == 'talk':
            if personages_dict:
                if len(personages_dict) > 1:
                    print('Whom you want to talk to?')
                    talkto_personage = input('> ')
                    if talkto_personage in list(personages_dict.keys()):
                        personages_dict[talkto_personage].talk()
                    else:
                        print(f'Your can\'t talk to {talkto_personage}')
                else:
                    personages_dict[list(personages_dict.keys())[0]].talk()
            else:
                print('There is nobody to talk to')

        elif command.lower() == 'take':
            if items_dict:
                if len(items_dict) > 1:
                    print('What you wann take?')
                    for item in items_dict:
                        print(item)
                        time.sleep(0.1)
                    take_item = input('> ')
                    if take_item in list(items_dict.keys()):
                        backpack[take_item] = items_dict[take_item]
                        current_location.items.remove(items_dict[take_item])
                    else:
                        print(f'Your can\'t take to {take_item}')
                else:
                    backpack_item_key = list(items_dict.keys())[0]
                    backpack[backpack_item_key] = items_dict[backpack_item_key]
                    current_location.items.remove(
                        items_dict[backpack_item_key])
                    print(f'Put {backpack_item_key} in backpack')

            else:
                print('There is nothing to take')

        elif command.lower() == 'fight':
            if fightable_personages_dict:
                if len(fightable_personages_dict) > 1:
                    print('Whom you want to fight with?')
                    fightwith_personage = input('> ')
                    if fightwith_personage not in list(
                            fightable_personages_dict.keys()):
                        print(f'You can\'t fight with {fightwith_personage}')
                        continue
                else:
                    fightwith_personage = list(
                        fightable_personages_dict.keys())[0]

                adverser = fightable_personages_dict[fightwith_personage]
                print('What you wanna fight with?')
                for fightwith_item in backpack:
                    backpack[fightwith_item].describe()
                fightwith_item = input('> ')
                if fightwith_item in backpack:
                    fight_damage = adverser.fight(
                        backpack[fightwith_item].damage)
                    hero.hp -= fight_damage
                    if hero.hp > 0:
                        hero.victories += 1
                        print('Congrats, you won. Remaining health:', hero.hp)
                        try:
                            current_location.set_item(adverser.get_drop_item())
                        except AttributeError:
                            pass
                        current_location.characters.remove(adverser)
                    else:
                        print('Oups, you are dead.')
                        break
                else:
                    print(f'You have no {fightwith_item}')
            else:
                print('There is nobody to fight with')
        else:
            print('Hmm, seems like a wrong command')
Exemple #7
0
    game.Node(''),
    game.Node(''),
    game.Node(''),
    game.Node(''),
    game.Node(''),
    game.Node(''),
    game.Node(''),
    game.Node('')
]

tile_types = [
    'start', 'end', 'recharge', 'weak', 'weak', 'weak', 'weak', 'strong',
    'strong'
]

weak_enemy = game.Enemy(30, 10)
strong_enemy = game.Enemy(100, 35)


def welcome_message(client):
    client.ttsmsg = 'Welcome to Lloydsville. Home of the wicked. Lets begin'


def goodbye_message(client):
    client.ttsmsg = 'The Game is over. Good\'day'


def start_scenario(client):
    client.ttsmsg = 'you made it but not to the end, you made it back to the start'

Exemple #8
0
def Main():

    player = game.Player()
    walls = game.LoadLevel(Lvl1())
    graphicInterface = GUI.characterPortrait()
    heart1 = GUI.heartContainers(43)
    heart2 = GUI.heartContainers(70)
    heart3 = GUI.heartContainers(97)
    skill1 = GUI.skillMap(screen, 60, player.QCoolDown, "assets/GoFast.png")
    skill2 = GUI.skillMap(screen, 116, player.ECoolDown,
                          "assets/Scare_Chase.png")
    enemyes = []
    enemyes += [game.Enemy()]

    while True:
        screen.fill((0, 0, 0))

        player.Controls(walls)

        player.Update()
        for bullet in player.bullets:
            for wall in walls:
                if wall.rect.colliderect(bullet.rect):
                    player.bullets.remove(bullet)
                    break
            for enemy in enemyes:
                if bullet.rect.colliderect(enemy.rect):
                    player.bullets.remove(bullet)
                    enemy.life -= bullet.demage
                    if enemy.life <= 0:
                        enemyes.remove(enemy)
                    break
            bullet.Update()

        for wall in walls:
            if wall.type == 1:
                pygame.draw.rect(screen, (200, 200, 200), wall.rect)
            if wall.type == 2:
                pygame.draw.rect(screen, (100, 100, 100), wall.rect)
                if wall.rect.colliderect(player.hitBox):
                    if wall.side == 1:
                        player.rect.y = 625
                        player.hitBox.y = 625
                    if wall.side == 2:
                        player.rect.x = 150
                        player.hitBox.x = 150
                    if wall.side == 3:
                        player.rect.y = 50
                        player.hitBox.y = 50
                    if wall.side == 4:
                        player.rect.x = 1025
                        player.hitBox.x = 1025
                    walls = game.LoadLevel(wall.level)

        screen.blit(player.image, player.rect)
        screen.blit(graphicInterface.image, graphicInterface.rect)
        screen.blit(heart1.image, heart1.rect)
        screen.blit(heart2.image, heart2.rect)
        screen.blit(heart3.image, heart3.rect)
        screen.blit(skill1.image, skill1.rect)
        pygame.draw.rect(screen, (2, 25, 255),
                         pygame.Rect(0, 85, 50 / player.QProgress, 5))
        screen.blit(skill2.image, skill2.rect)
        pygame.draw.rect(screen, (255, 25, 2),
                         pygame.Rect(0, 141, 50 / player.EProgress, 5))
        for enemy in enemyes:
            screen.blit(enemy.imageMaster, enemy.rect)

        for bullet in player.bullets:
            screen.blit(bullet.image, bullet.rect)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit(0)

        clock.tick(60)
        pygame.display.flip()
space = game.Building("IT-space")
collegium = game.Building("Collegium")

church.link_building(sheptytsky)
sheptytsky.link_building(church)
sheptytsky.link_building(collegium)
sheptytsky.link_building(academic)
academic.link_building(space)
academic.link_building(sheptytsky)
academic.link_building(collegium)
space.link_building(academic)
collegium.link_building(sheptytsky)
collegium.link_building(academic)

###############################################################
librarian = game.Enemy("Angry Librarian")
librarian.set_conversation("WHERE ARE YOUR READER'S TICKET??")
librarian.set_weakness("reader's ticket")
sheptytsky.set_character(librarian)

chef = game.Enemy("Greedy Chef")
chef.set_conversation(
    "You don't have enough money or discount?.. It's your problem, loser))")
chef.set_weakness("local card")
academic.set_character(chef)

teacher = game.Friend("Teacher")
teacher.set_conversation("Don't forget your books.")
space.set_character(teacher)

conscience = game.Friend("Your Conscience")