Exemple #1
0
    def __init__(self, name, race, sex, location):

        # Assign the name to the name variable
        self.name = name

        # Assign race to the race variable
        self.race = race

        # Based on race, set appropriate stats and starting inventory
        if race == 1:
            sword = items.Weapon('sword', 2, 2)
            self.inventory = {'sword': sword}
            self.stats = [2, 3, 2]
        elif race == 2:
            bow = items.Weapon('bow', 2, 5)
            self.inventory = {'bow': bow}
            self.stats = [1, 4, 4]
        elif race == 3:
            axe = items.Weapon('axe', 4, 1)
            self.inventory = {'axe': axe}
            self.stats = [3, 1, 3]
        elif race == 4:
            mace = items.Weapon('mace', 5, 1)
            self.inventory = {'mace': mace}
            self.stats = [4, 2, 1]

# Assign proper sex
        if sex == 'M':
            self.sex = 'Male'
        if sex == 'F':
            self.sex = 'Female'

# Character has no location initially
        self.location = location
Exemple #2
0
    def __init__(self):

        self.itemlist = [
            items.Weapon("Better Sword", 2, 2, 7),
            items.Armor("Better Armor", 2, 2),
            items.Shield("Better Shield", 2, 2),
            items.Weapon("Ultra Sword", 8, 10, 15),
            items.Armor("Ultra Armor", 8, 8),
            items.Shield("Ultra Shield", 8, 10)
        ]
        self.potion = items.Potion("Healing Potion", 1, 10)
Exemple #3
0
 def __init__(self):
     self.gold = 0
     self.weapon = items.Weapon("Short Sword", 0, 1, 5)
     self.shield = items.Shield("Wooden Shield", 0, 1)
     self.armor = items.Armor("Leather Scraps", 0, 1)
     self.potion = items.Potion("Healing Potion", 0, 15)
     self.potion_counter = 1
Exemple #4
0
def load_char_if_saved():
    query = Query()

    if db is not None:
        var = db.search(query.name == name_to_load)

        if var:
            var = var[0]
            ch.name = var.get('name')
            ch.coins = var.get('coins')
            inventory = var.get('inventory')

            player_inventory = []
            for thing in inventory:
                if thing.get('type') == 'item':
                    item = items.Item(thing.get('name'), thing.get('price'))
                    player_inventory.append(item)
                elif thing.get('type') == 'weapon':
                    weap = items.Weapon(thing.get('name'), thing.get('price'),
                                        thing.get('damage'))
                    player_inventory.append(weap)
                elif thing.get('type') == 'armor':
                    armor = items.Armor(thing.get('name'), thing.get('price'),
                                        thing.get('defense'))
                    player_inventory.append(armor)
                elif thing.get('type') == 'potions':
                    potion = items.Potion(thing.get('name'),
                                          thing.get('price'),
                                          thing.get('health'))
                    player_inventory.append(potion)

            ch.inventory = player_inventory
Exemple #5
0
    def __init__(self,
                 name,
                 game_map,
                 weapon=items.Weapon("Stick", 1, 4),
                 armour=None):

        # Set attributes
        self._map = game_map
        self._room = self._map.start_room()
        self._position = self._room.find_entrance("m")

        # Set attributes associated with Character object
        super().__init__(name, weapon=weapon, armour=armour)

        # Replace inventory object with one that will pass to self.use function
        self._inventory = items.Inventory(self.use)
Exemple #6
0
def main():
    a = items.Item(name='pirouni',
                   description='voithaei stin vrosi',
                   value=0.01)
    print(a)
    gold = items.Currency(currency_type='Silver', amount=30)
    print(gold)
    rock = items.Rock()
    print(rock)
    dagger = items.Weapon(name='Dagger',
                          description='A small dagger',
                          damage='d4',
                          value=0.2)
    print(dagger)
    another_dagger = items.Dagger()
    print(another_dagger)
    assassin_suit = items.AssassinSuit()
    print(assassin_suit)
Exemple #7
0
def create_shop_list_weapon():

    lista = [
        "Dagger 30", "Short Sword 80", "Long Sword 90", "Divine Sword 150",
        "Bow 45", "War Hammer 95", "Knife 25"
    ]

    shop_list = list()

    for item in lista:
        novo = item.split()

        if len(novo) == 3:
            temp = " ".join(novo[0:2])
            novo[0] = temp
            novo[1] = novo[2]

        shop_list.append(items.Weapon(novo[0], novo[1]))

    return shop_list
Exemple #8
0
def load_instance(name):
    inst = Instance(name)
    paths = ["items/", "locations/"]

    data = None
    for i, path in enumerate(paths):
        with open(path + name + ".json", "r", encoding="utf-8") as rf:
            data = json.load(rf)
        if i == 0:
            for n in data:
                if n["id"][0] == "a":
                    inst.armor.append(items.Armor(*n.values()))
                elif n["id"][0] == "w":
                    inst.weapons.append(items.Weapon(*n.values()))
        elif i == 1:
            for n in data:
                tmp_items = []
                for loc_item in n["items"]:
                    tmp_items.append(inst.get_item(loc_item))
                n["items"] = tmp_items
                inst.locations.append(locations.Location(*n.values()))

    return inst
Exemple #9
0
    def __init__(self):
        # player textures
        self.tx_face_down = pygame.image.load(
            "assets/graphics/chars/base/down.png")
        self.tx_face_left = pygame.image.load(
            "assets/graphics/chars/base/left.png")
        self.tx_face_up = pygame.image.load(
            "assets/graphics/chars/base/up.png")
        self.tx_face_right = pygame.image.load(
            "assets/graphics/chars/base/right.png")

        # Walk animations
        self.tx_walk_down = [
            pygame.image.load("assets/graphics/chars/base/down_walk/dw_1.png"),
            pygame.image.load("assets/graphics/chars/base/down_walk/dw_2.png"),
            pygame.image.load("assets/graphics/chars/base/down_walk/dw_3.png"),
            pygame.image.load("assets/graphics/chars/base/down_walk/dw_4.png")
        ]

        self.tx_walk_left = [
            pygame.image.load("assets/graphics/chars/base/left_walk/lw_1.png"),
            pygame.image.load("assets/graphics/chars/base/left_walk/lw_2.png"),
            pygame.image.load("assets/graphics/chars/base/left_walk/lw_3.png"),
            pygame.image.load("assets/graphics/chars/base/left_walk/lw_4.png")
        ]

        self.tx_walk_up = [
            pygame.image.load("assets/graphics/chars/base/up_walk/uw_1.png"),
            pygame.image.load("assets/graphics/chars/base/up_walk/uw_2.png"),
            pygame.image.load("assets/graphics/chars/base/up_walk/uw_3.png"),
            pygame.image.load("assets/graphics/chars/base/up_walk/uw_4.png")
        ]

        self.tx_walk_right = [
            pygame.image.load(
                "assets/graphics/chars/base/right_walk/rw_1.png"),
            pygame.image.load(
                "assets/graphics/chars/base/right_walk/rw_2.png"),
            pygame.image.load(
                "assets/graphics/chars/base/right_walk/rw_3.png"),
            pygame.image.load("assets/graphics/chars/base/right_walk/rw_4.png")
        ]

        # Stab attack animations
        self.tx_stab_down = pygame.image.load(
            "assets/graphics/chars/base/stab/down_hit.png")
        self.tx_stab_left = pygame.image.load(
            "assets/graphics/chars/base/stab/left_hit.png")
        self.tx_stab_up = pygame.image.load(
            "assets/graphics/chars/base/stab/up_hit.png")
        self.tx_stab_right = pygame.image.load(
            "assets/graphics/chars/base/stab/right_hit.png")

        # player equipment data
        self.weapon_equipped = True
        self.weapon = items.Weapon("test_sword")
        self.weapon_damage = 1

        # player location/velocity/state info
        self.x_pos = 50
        self.y_pos = 50
        self.x_tile = int(
            self.x_pos /
            32)  # These are estimations of the tile the player will be on
        self.y_tile = int(self.y_pos / 32)
        self.attacking = False
        self.walk_speed = 3
        self.walking = False  # If the player is currently moving
        self.walkCount = 0
        self.faceDirection = "D"  # U D L R for each direction
        self.can_move_up = True
        self.can_move_down = True
        self.can_move_left = True
        self.can_move_right = True

        # player collision data
        self.hit_box = ((self.x_pos + 10), (self.y_pos + 3), 12, 28)
        self.T_R = ((self.x_pos + 10), (self.y_pos + 3), 12, 1)
        self.B_R = ((self.x_pos + 10), (self.y_pos + 30), 12, 1)
        self.L_R = ((self.x_pos + 10), (self.y_pos + 4), 1, 26)
        self.R_R = ((self.x_pos + 21), (self.y_pos + 4), 1, 26)
        self.top_rect = pygame.Rect(self.T_R)
        self.bottom_rect = pygame.Rect(self.B_R)
        self.left_rect = pygame.Rect(self.L_R)
        self.right_rect = pygame.Rect(self.R_R)
        self.rect = pygame.Rect(self.hit_box)

        self.stab_rect_up = pygame.Rect(
            ((self.x_pos + 10), (self.y_pos + 3), 12, 1))
        self.stab_rect_down = pygame.Rect(
            ((self.x_pos + 10), (self.y_pos + 30), 12, 1))
        self.stab_rect_left = pygame.Rect(
            (self.x_pos, (self.y_pos + 20), 10, 4))
        self.stab_rect_right = pygame.Rect(
            ((self.x_pos + 21), (self.y_pos + 20), 10, 4))

        self.weapon_rect = pygame.Rect(0, 0, 0, 0)
Exemple #10
0
import playerchar
import items
import monsterchar
import game_events
import world

#declare characters
playerone = playerchar.Player(100,1,[], "Forest",1,11)
monster1 = monsterchar.Monster('booby brown',22,2000,10,[])

w_stt = items.Weapon('Sword of a Thousand Truths', 29, 5)
shoes1 = items.Shoes('Silk Slippers',45,'silk',3.5,5)
playerone.bag = [w_stt,shoes1]

monsters = monsterchar.monsterMaker(2,1,1)

#for site in world.wMap:
#    for lvl in site:
#        world.roomFill(world.wMap[lvl].inv, monsters)
world.roomFill(world.wMap['Forest'].inv, monsters)
print(world.wMap['Forest'].inv)

#game = True
#while game == True: #start game
#    playerone.look()
#    n = input("What will you do? \n >>> ")                          #enquire command from player
#    if n.strip() == "travel":                                       # in case 'travel' command
#        # tell where can travel - loop trough dir
#        t = input("In what direction will you travel? \n >>> ")     # where will player then travel?
#        if t.strip() in {'N', 'E', 'S', 'W'}:                       # only take compass directions
#            print(n,' towards ',t+'est')                            # confirming message
Exemple #11
0
    root.geometry("300x100+100+100")

    start_room = rooms.Room("The Entrance", n=True)
    end_room = rooms.Room("The Bee Room", s=True, n=start_room)

    # Initialise a map
    game_map = rooms.Map([[start_room], [end_room]], start_room, end_room)

    # String var name
    name = "Jordan Hay"

    # Create player object
    player = Player(name, game_map)
    player.inventory().add_items([
        items.Item("Bees"),
        items.Weapon("A HIVE FULL OF BEES", 10, 300),
        items.Armour("Honeycomb Kneepads", 100),
        items.Potion("10mL Syringe full of Honey", 10)
    ])

    # After ten seconds the name will change
    root.after(10000, lambda: name.set("Different name"))

    # Display player inventory
    #player.inventory().gui(root)

    # Display player stats
    player.gui(root)

    # Root mainloop
    root.mainloop()
 def __init__(self, health, position, inventory, skill):
     self.position = position #list of two ints
     self.inventory = inventory #list of item objects
     self.weapon = items.Weapon("kajsdf", 15, 2)
     self.previousPosition = position
     super().__init__(health, skill)
Exemple #13
0
    def __init__(self, name):  # name will load all the npc attributes from npc.json, player obj for collisions
        # NPC textures
        self.tx_face_down = pygame.image.load(npc_data[name][0]["textures"][0]["down"])
        self.tx_face_left = pygame.image.load(npc_data[name][0]["textures"][0]["left"])
        self.tx_face_up = pygame.image.load(npc_data[name][0]["textures"][0]["up"])
        self.tx_face_right = pygame.image.load(npc_data[name][0]["textures"][0]["right"])

        # Walk animations
        self.tx_walk_down = [pygame.image.load(npc_data[name][0]["textures"][0]["down_walk"][0]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["down_walk"][1]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["down_walk"][2]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["down_walk"][3])]

        self.tx_walk_left = [pygame.image.load(npc_data[name][0]["textures"][0]["left_walk"][0]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["left_walk"][1]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["left_walk"][2]),
                             pygame.image.load(npc_data[name][0]["textures"][0]["left_walk"][3])]

        self.tx_walk_up = [pygame.image.load(npc_data[name][0]["textures"][0]["up_walk"][0]),
                           pygame.image.load(npc_data[name][0]["textures"][0]["up_walk"][1]),
                           pygame.image.load(npc_data[name][0]["textures"][0]["up_walk"][2]),
                           pygame.image.load(npc_data[name][0]["textures"][0]["up_walk"][3])]

        self.tx_walk_right = [pygame.image.load(npc_data[name][0]["textures"][0]["right_walk"][0]),
                              pygame.image.load(npc_data[name][0]["textures"][0]["right_walk"][1]),
                              pygame.image.load(npc_data[name][0]["textures"][0]["right_walk"][2]),
                              pygame.image.load(npc_data[name][0]["textures"][0]["right_walk"][3])]

        # Stab attack animations
        self.tx_stab_down = pygame.image.load(npc_data[name][0]["textures"][0]["down_stab"])
        self.tx_stab_left = pygame.image.load(npc_data[name][0]["textures"][0]["left_stab"])
        self.tx_stab_up = pygame.image.load(npc_data[name][0]["textures"][0]["up_stab"])
        self.tx_stab_right = pygame.image.load(npc_data[name][0]["textures"][0]["right_stab"])

        # equipment data
        self.weapon_equipped = True
        self.weapon = items.Weapon(npc_data[name][0]["default_weapon"])

        # player location/velocity/state info
        self.x_pos = 50
        self.y_pos = 50
        self.x_tile = int(self.x_pos / 32)  # These are estimations of the tile the player will be on
        self.y_tile = int(self.y_pos / 32)
        self.attacking = False
        self.walk_speed = 3
        self.walking = False  # If the player is currently moving
        self.walkCount = 0
        self.faceDirection = "D"  # U D L R for each direction
        self.can_move_up = True
        self.can_move_down = True
        self.can_move_left = True
        self.can_move_right = True

        # player collision data
        self.hit_box = ((self.x_pos + 10), (self.y_pos + 3), 12, 28)
        self.T_R = ((self.x_pos + 10), (self.y_pos + 3), 12, 1)
        self.B_R = ((self.x_pos + 10), (self.y_pos + 30), 12, 1)
        self.L_R = ((self.x_pos + 10), (self.y_pos + 4), 1, 26)
        self.R_R = ((self.x_pos + 21), (self.y_pos + 4), 1, 26)
        self.top_rect = pygame.Rect(self.T_R)
        self.bottom_rect = pygame.Rect(self.B_R)
        self.left_rect = pygame.Rect(self.L_R)
        self.right_rect = pygame.Rect(self.R_R)
        self.center_t_rect = pygame.Rect((self.x_pos + 15), (self.y_pos + 12), 2, 1)
        self.center_b_rect = pygame.Rect((self.x_pos + 15), (self.y_pos + 15), 2, 1)
        self.center_l_rect = pygame.Rect((self.x_pos + 14), (self.y_pos + 13), 1, 2)
        self.center_r_rect = pygame.Rect((self.x_pos + 17), (self.y_pos + 13), 1, 2)
        self.rect = pygame.Rect(self.hit_box)

        # health bar
        self.hp_bar_enabled = True
        self.hp_background = ((self.x_pos + 10), (self.y_pos + 3), 10, 1)
        self.hp_bar = ((self.x_pos + 10), (self.y_pos + 3), 10, 1)

        # stats info
        self.hit_points_max = npc_data[name][0]["HP"]
        self.hit_points = self.hit_points_max
Exemple #14
0
# - Main

root = tk.Tk()  # Tkinter root object

# -- Items

# --- Keys

# Key to Dracula's crypt
draculas_key = items.Key("THE KEY TO THE CRYPT")

# --- Weapons

weapons = [
    items.Weapon("Pointy Stick", 2, 5),
    items.Weapon("Crowbar", 3, 8),
    items.Weapon("Molten Cheese", 5, 9),
    items.Weapon("Boomerang", 10, 15),
    items.Weapon("Laser Jet Printer", 12, 18),
    items.Weapon("Red Syringe", 10, 25)
]

# --- Armour

armour = [
    items.Armour("MDF Shield", 5),
    items.Armour("Sheet Metal Shield", 6),
    items.Armour("Wooden Breastplate", 7),
    items.Armour("Sheet Metal Breastplate", 10),
    items.Armour("Shin Pads", 15)
#The main game world
import rooms as tile
import entities
import items

#The main game world. All information about everything is stored here. Do not delete
weapon = items.Weapon("stabby", 5, 1)
steve = entities.Enemy("steve", 5, weapon, 2)
fangs = items.Weapon("fangs", 5, 3)
Wolf = entities.Enemy("Wolf", 3, fangs, 2)
baseball_bat = items.Weapon("baseball bat", 5, 2)
Swatter = entities.Enemy("Swatter", 4, baseball_bat, 2)
spiky_pom_poms = items.Weapon("spiky_pom_poms", 5, 3)
Cheerbleeder = entities.Enemy("Cheerbleeder", 4, spiky_pom_poms, 3)
spear = items.Weapon("spear", 5, 3)
Gladiator = entities.Enemy("Gladiator", 5, spear, 5)
broomstick = items.Weapon("broomstick", 5, 1)
Janitor = entities.Enemy("Janitor", 3, broomstick, 1)
beak = items.Weapon("beak", 0, 2)
Rabid_Penguin = entities.Enemy("Rabid Penguin", 2, beak, 5)
contorting_spear = items.Weapon("contorting spear", 8, 6)
Monstrous_Gladiator = entities.Enemy("Monstrous Gladiator", 8, spear, 7)
teeth = items.Weapon("teeth", 5, 3)
Tiger = entities.Enemy("Wolf", 5, teeth, 6)
appendage = items.Weapon("appendage", 100, 7)
Shoggoth = entities.Enemy("Shoggoth", 10, appendage, 8)
plastic_katana = items.Weapon("plastic katana", 1, 0)
Weaboo = entities.Enemy("Weaboo", 2, plastic_katana, 1)
world = [[tile.DoorRoom([]), tile.IceAgeRoom([])], [tile.HistoryRoom([])],
         [tile.IceAgeRoom([])], [tile.OtherRoom([])], [tile.Corridor([])]]