def cont(screen=None): while True: scr = title(None,None,None,False) if scr == 'game': main(ww,hh,win) elif scr == 'shop': shop.shop(win,1)
async def answer(callback_query: types.CallbackQuery): if callback_query.data == "shop_food": await callback_query.message.edit_text(f'🍌 <b>Еда</b>', reply_markup=shop.shop( callback_query.data)) if callback_query.data == "shop_tools": await callback_query.message.edit_text(f'🧸 <b>Штуки</b>', reply_markup=shop.shop( callback_query.data)) if callback_query.data == "shop_assets": await callback_query.message.edit_text(f'🏡 <b>Активы</b>', reply_markup=shop.shop( callback_query.data)) if callback_query.data == "shop_emoji": await callback_query.message.edit_text( f'Чтоб купить эмодзи, пропиши в чате\n<code>buyemoji 💩</code>\n<i>(вместо говна, само собой ваш эмодзи)\n</i>Цена: <b>1к</b> 💕', reply_markup=shop.shop(callback_query.data)) if callback_query.data == "shop_back": await callback_query.message.edit_text( f"🎁 <b>Добро пожаловать 🎁\n в холишоп</b>", reply_markup=shop.shop("shop_main")) await bot.answer_callback_query(callback_query.id)
def the_wastes(player): the_map = mapify('the_wastes_map.txt') print_map(the_map) x = 15 y = 15 while True: o_x = x o_y = y print("\033[H", end="") print_map(the_map) the_map[y][x] = ' ' key_pressed = getch() if key_pressed == 'w': y -= 1 elif key_pressed == 's': y += 1 elif key_pressed == 'd': x += 1 elif key_pressed == 'a': x -= 1 elif key_pressed == 'l': break if the_map[y][x] not in ('S', 'L', 'P', '|', '_', 'K', 'A', 'M'): the_map[y][x] = 'player' elif the_map[y][x] == 'S': shop.shop(player) elif the_map[y][x] == 'P': ai_talk.speak_dude(player) elif the_map[y][x] == 'L': secret_lib_thing.library() elif the_map[y][x] == 'M': battle.battle(player) else: x = o_x y = o_y
def main_map(self, screen, player, assets): escape_call = Escape() sector_map = IconTree(self.images) sector_map.update() player_loc = sector_map.root alive = True win = None while alive and win is None: screen.blit(self.bg, (0, 0)) screen.blit(self.legend, (580, 20)) screen.blit(self.up, self.up_rect) screen.blit(self.down, self.down_rect) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() break elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: escape_call.escape_menu(screen) break elif event.type == MOUSEBUTTONDOWN: position = pygame.mouse.get_pos() if self.up_rect.collidepoint( position) or self.down_rect.collidepoint(position): sector_map.scroll(screen, player_loc, self.bg, self.legend, self.up, self.down, self.up_rect, self.down_rect) for sp in sector_map.sprites(): if sp.is_child(player_loc) and sp.collide(position): player_loc = sp if sp.type == 'minion': alive = battle(screen, player, assets, escape_call) elif sp.type == 'boss': win = battle(screen, player, assets, escape_call, boss=True) elif sp.type == 'unknown': alive = events(screen, player, assets, escape_call) elif sp.type == 'repair': repair(screen, player, assets, escape_call) elif sp.type == 'shop': shop(screen, player, assets, escape_call) if alive: sector_map.draw(screen, player_loc) pygame.display.update() if player.current_health <= 0: break if not win or player.current_health <= 0: game_over(screen) if (win): game_win(screen)
def mainAct(pl): clear() choice = pMenu([ 'hunt', 'move', 'heal', 'party', 'shop', 'dex', 'bank', pl.name, 'save', 'leave', ]) if choice == 'hunt': if not pl.countawake(): clear() print pl.name + ' is out of usable pokemon!' xxx = raw_input('\n\npress enter') else: hunt(pl) if choice == 'party': party(pl) if choice == pl.name: clear() print 'Status\n\n' print pl.name + ' $' + str(pl.money) for bt in pl.balls: if pl.balls[bt] > 0: print bt + ': ' + str(pl.balls[bt]) print '\n' raw_input('enter to return') return 0 if choice == 'shop': shop(pl) if choice == 'heal': heal(pl) if choice == 'dex': dexui(pl) if choice == 'bank': bank(pl) if choice == 'save': save(pl) if choice == 'leave': return 1 if choice == 'move': move(pl)
def main(): print_header() # player = start_choice() player = start() if not player: player = start_choice() info(player) sleep(2) active = True while active: option = menu() # Quest Option if option == "quest": if player.quest: # check that a quest exists confirm = input("Start quest?: {} (y/n) \n>>>".format( player.quest)) if confirm.find("y") != -1: # TODO: make a good system for this, cuz 2 lines of extra elifs per quest cant be great print( "[!]Warning: This version of Quest is in beta. Proceed with caution." ) if player.quest == "Clap the Dragon": quests.clap_the_dragon(player) elif player.quest == "Dab on Turtles": quests.battle_turtles(player, 5) else: print("ok then") else: print("ok maybe next time") # Inventory Option elif option == "inventory": print("----{INVENTORY}----") if not player.inventory: # if nothing exists in the inventory print("[*] Nothing!") else: for item in player.inventory: print("[*] {} ({})".format(item, player.inventory[item])) # Shop Option elif option == "shop": shop.shop(player) # Exit Option elif option == "exit": print("See ya later!") data.save(player) active = False
def beggar_city(player): the_map = mapify('beggar_city.txt') print_map(the_map) x = 15 y = 15 while True: o_x = x o_y = y print("\033[H", end="") print_map(the_map) the_map[y][x] = ' ' key_pressed = getch() if key_pressed == 'w': y -= 1 elif key_pressed == 's': y += 1 elif key_pressed == 'd': x += 1 elif key_pressed == 'a': x -= 1 elif key_pressed == 'l': break if the_map[y][x] not in ('S', 'L', 'P', '|', '_', 'K', 'A', 'M', 'B', 'G', 'Z', 'Q', 'D', 'x'): the_map[y][x] = 'player' elif the_map[y][x] == 'S': shop.shop(player) elif the_map[y][x] == 'P': ai_talk.speak_dude(player) elif the_map[y][x] == 'L': secret_lib_thing.library() elif the_map[y][x] == 'M': battle.battle(player) elif the_map[y][x] == 'D': multi_battle.duck_fight(player) elif the_map[y][x] == 'B': ai_talk.mega_rat(player) elif the_map[y][x] == 'Z': ai_talk.farlands(player) elif the_map[y][x] == 'x': boss_fight.gate_keeper(player) else: x = o_x y = o_y
def get_input(board, level): move = util.key_pressed() row = playerindex_row(board) col = playerindex_col(board) if move == "d": if board[row][col + 1] == "O": return 1 elif board[row][col + 1] == "E": fight.fight_sys(level) board[row][col] = " " board[row][col + 1] = "X" elif board[row][col + 1] == " ": board[row][col] = " " board[row][col + 1] = "X" elif board[row][col + 1] == "S": shop.shop(level) elif move == "a": if board[row][col - 1] == " ": board[row][col] = " " board[row][col - 1] = "X" elif board[row][col - 1] == "E": fight.fight_sys(level) board[row][col] = " " board[row][col - 1] = "X" elif board[row][col - 1] == "S": shop.shop(level) elif move == "s": if board[row + 1][col] == " ": board[row][col] = " " board[row + 1][col] = "X" elif board[row + 1][col] == "E": fight.fight_sys(level) board[row][col] = " " board[row + 1][col] = "X" elif board[row + 1][col] == "S": shop.shop(level) elif move == "w": if board[row - 1][col] == " ": board[row][col] = " " board[row - 1][col] = "X" elif board[row - 1][col] == "E": fight.fight_sys(level) board[row][col] = " " board[row - 1][col] = "X" elif board[row - 1][col] == "S": shop.shop(level) elif move == "h": help.help() elif move == "i": inventory_sys.inventory() elif move == "q": util.clear_screen() sys.exit() return 0
def kreiten_castle(player): if player['mission11'] == True: util.change_map('krieten_castle_map.txt', 'mission11_hack_map.txt') the_map = mapify('kreiten_castle_map.txt') print_map(the_map) x = 15 y = 15 while True: o_x = x o_y = y print("\033[H", end="") print_map(the_map) the_map[y][x] = ' ' key_pressed = getch() if key_pressed == 'w': y -= 1 elif key_pressed == 's': y += 1 elif key_pressed == 'd': x += 1 elif key_pressed == 'a': x -= 1 elif key_pressed == 'l': break if the_map[y][x] not in ('S', 'L', 'P', '|', '_', 'K', 'A', 't'): the_map[y][x] = 'player' elif the_map[y][x] == 'S': shop.shop(player) elif the_map[y][x] == 'P': ai_talk.speak_dude(player) elif the_map[y][x] == 'L': secret_lib_thing.library() elif the_map[y][x] == 't': sell.sell(player) elif the_map[y][x] == 'K': ai_talk.king(player) else: x = o_x y = o_y
def menu_select(user,left): act_num = raw_input('plz input your select(1 2 3 4 5):').strip() while len(act_num) == 0: break if act_num == '1': left = withdaw(user,left) elif act_num == '2': left = cashin(user,left) print type(left) elif act_num == '3': checkbill(user) elif act_num == '4': left = shop(user,left) elif act_num == '5': exit() else: print 'no this select' return left print left
def __init__(self): QMainWindow.__init__(self) self.setWindowTitle(u"Магаз") self.shop = shop() self.dataxml = dataxml() self.datasql = datasql() self.tabWidget = tabWidget(self.shop, self) self.tabWidget.currentChanged.connect(self.tabWidget.tabChangedSlot) self.setCentralWidget(self.tabWidget) self.tabWidget.update() self.new = QAction(QIcon(), "New", self) self.new.setStatusTip("New database") self.new.triggered.connect(self.newAction) self.openxml = QAction(QIcon(), "Open XML", self) self.openxml.setStatusTip("Open data from XML") self.openxml.triggered.connect(self.openXMLAction) self.opensql = QAction(QIcon(), "Open SQL", self) self.opensql.setStatusTip("Open data from SQL") self.opensql.triggered.connect(self.openSQLAction) self.savexml = QAction(QIcon(), "Save XML", self) self.savexml.setStatusTip("Save data to XML") self.savexml.triggered.connect(self.saveXMLAction) self.savesql = QAction(QIcon(), "Save SQL", self) self.savesql.setStatusTip("Save data to SQL") self.savesql.triggered.connect(self.saveSQLAction) self.menubar = self.menuBar() self.menufile = self.menubar.addMenu("&File") self.menufile.addAction(self.new) self.menufile.addSeparator() self.menufile.addAction(self.openxml) self.menufile.addAction(self.opensql) self.menufile.addSeparator() self.menufile.addAction(self.savexml) self.menufile.addAction(self.savesql) self.statusBar()
def main(): status = '' while status != "dead": try: print('What do you want to do?') select = selection(["Battle", "Shop", "Inventory"], 0) if select[1] == 'Battle': print('You go to battle!') status = battle(hero) elif select[1] == 'Shop': print('You go to the shop!') wgi = shop(hero.gold, hero.inventory, hero) hero.gold = wgi[0] hero.inventory = wgi[1] elif select[1] == 'Inventory': wgi = inventory(hero.equipped_weapon, hero.gold, hero.inventory, hero) hero.equipped_weapon = wgi[0] hero.gold = wgi[1] hero.inventory = wgi[2] else: print("Invalid input %r" % select[1]) except: print("Invalid input")
def town(SAVE_DATA): '''Main town menu to visit shop, rest, adventure, or return to main menu''' print("You have arrived at the town.") command = input( "S = Shop\nR = Rest(Save Game)\nA = Adventure\nM = Main Menu\n") if command.lower() == "s": clear_screen() SAVE_DATA = shop(SAVE_DATA) town(SAVE_DATA) elif command.lower() == "r": clear_screen() SAVE_DATA = rest(SAVE_DATA) town(SAVE_DATA) elif command.lower() == "a": clear_screen() SAVE_DATA = adventure(SAVE_DATA) town(SAVE_DATA) elif command.lower() == "m": clear_screen() main_menu(SAVE_DATA) else: clear_screen() town(SAVE_DATA)
#!/usr/bin/env python # -*- coding: utf-8 -*- # Pw @ 2015-11-03 09:58:36 # author: 郑集文 # Description: deposit import shop, os shop = shop.shop() #判断用户名 while True: user_name = raw_input("\nPlease input you name:") file_name = user_name + '.txt' if os.path.exists(file_name): break else: print "\n未找到此用户名请重新输入." #主程序 deposit_judge = raw_input("\nDo you need to recharge [y/n]?") if deposit_judge == 'y': deposit_num = raw_input("\nPlease input your want to deposit money:") if deposit_num.isdigit: deposit = shop.deposit(deposit_num, user_name) while True: deposit_judge_1 = raw_input('\n充值成功,现在余额为%s,是否继续充值[y/n]?' % shop.user(user_name)[user_name]) if deposit_judge_1 == 'y': deposit_num = raw_input( "\nPlease input your want to deposit money:") if deposit_num.isdigit: deposit = shop.deposit(deposit_num, user_name) else:
#!/usr/bin/env python # -*- coding: utf-8 -*- # Pw @ 2015-11-03 02:54:07 # author: 郑集文 # Description: 购物车 from shop import shop import os #定义方法 shop=shop() #初始化列表 car_list=[] car_dict={} os.system('clear') print "\nWelcome my shop!\n" user_name=raw_input("Please input your name:") #判断用户名 while True: try: balance=int(shop.user(user_name)[user_name]) break except IOError,e: user_name=raw_input("\n无此用户请重新输入:") print "\n\n您的余额为%d\n\n"%balance #主程序
async def send(message: types.Message): await message.reply( f"🎁 <b>Добро пожаловать 🎁\n в холишоп</b>", reply_markup=shop.shop("shop_main"))
from shop import shop from datasql import datasql as data from dataxml import dataxml g1 = shop() dat1 = data() dat2 = dataxml() dat2.read("old.xml", g1) dat1.write("old.sqlite", g1) g1.clear() dat1.read("old.sqlite", g1) dat1.write("new.xml", g1) for s in g1.getOrderCodes(): print(g1.getInfoOrder(s))
def iron_clan(player): the_map = mapify('iron_clan.txt') print_map(the_map) x = 15 y = 15 while True: o_x = x o_y = y print("\033[H", end="") print_map(the_map) the_map[y][x] = ' ' key_pressed = getch() if key_pressed == 'w': y -= 1 elif key_pressed == 's': y += 1 elif key_pressed == 'd': x += 1 elif key_pressed == 'a': x -= 1 elif key_pressed == 'l': break if the_map[y][x] not in ('U', 'S', 'L', 'P', '|', '_', 'K', 'A', 'M', 'B', 'G', 'Z', 'Q', 'D', 'x', 'R'): the_map[y][x] = 'player' elif the_map[y][x] == 'S': shop.shop(player) elif the_map[y][x] == 'P': ai_talk.speak_dude(player) elif the_map[y][x] == 'L': secret_lib_thing.library() elif the_map[y][x] == 'M': battle.battle(player) elif the_map[y][x] == 'D': multi_battle.duck_fight(player) elif the_map[y][x] == 'B': ai_talk.mega_rat(player) elif the_map[y][x] == 'U': ai_talk.ultra_thorg(player) elif the_map[y][x] == 'G': battle.monster_guard(player) elif the_map[y][x] == 'R': baba = random.randint(1, 2) if baba == 1: util.s_print( "Ohno! It wasn't an octopus it was a Raider in disguise!") battle.yeckity_toe(player) else: util.s_print("Ohno! A wild octopus attacks!") damage = random.randint(1, 8) octo_damage = damage * 8 util.s_print("The wild octopus attacks and deals " + str(octo_damage) + " damage!") player['life'] -= octo_damage if player['life'] <= 0: util.s_print("You were killed by a savage octopus") else: util.s_print("You vicously strike the octopus with your " + player['main_weapon'] + " and kill it") player['kills'].append("Wild Octopus") player['weapons'].append("Octopus") util.s_print("You got a new weapon: Octopus") util.s_print( "Note: Octopus and some other specialty weapons cannot be used against bosses" ) else: x = o_x y = o_y
def main(): global hp, maxhp, atk, defense, monstersInfo, monstersList, shards, stones, money, items, xp, lvl, dungChunk, speed, waves if(waves > len(infoChunk)): print("Wow! Max waves? Very good! But...") waves = 1 money += 100000 while hp > 0: buffs[1] = 0 buffs[0] = 0 eventHandler(event) if(items[1][0] == 0): buffs[0] += 10 buffs[0] += items[1][2] elif(items[1][0] == 1): buffs[0] += 15 buffs[0] += items[1][2] elif(items[1][0] == 2): buffs[0] += 25 buffs[0] += items[1][2] elif(items[1][0] == 'D'): buffs[0] += 40 buffs[0] += items[1][2] if(items[1][1] == 0): buffs[1] += 5 buffs[1] += items[1][3] elif(items[1][1] == 1): buffs[1] += 7 buffs[1] += items[1][3] elif(items[1][1] == 2): buffs[1] += 13 buffs[1] += items[1][3] os.system('cls') os.system('clear') if(mobsInChank == []): dungChunk = checkChunk() spawnChunk(isdung = False) if(int(dungChunk[0]) == 2): print("------------------------------") print(" This chunk is dungeon ") print(" Enter? ") print("0) Yes") print("1) No") print("2) Heal 50 hp(40 money, you have " + str(money) + " money and " + str(hp) + " hp") print("------------------------------") b = input() if(int(b) == 0): spawnChunk(isdung = True) dung(items, mobsInChank) if(int(b) == 1): pass if(int(b) == 2 and money > 39 and hp < maxhp): hp += 50 money -= 40 if(hp > maxhp): hp = maxhp main() if(int(infoChunk[waves]) == 3): print("You unlocked city " + str(citesList[0][0])) citesList[0][1] = 1 elif(int(infoChunk[waves]) == 4): print("You unlocked city " + str(citesList[1][0])) citesList[1][1] = 1 print("Event today: " + str(eventList[event[0]])) if(hp > maxhp): hp = maxhp if(xp > 99): lvl += 1 xp -= 100 atk += 3 defense += 2 hp = maxhp if(showItems == True): print("------------" + Fore.CYAN + "Items" + Fore.RESET + "-------------") if(shards[0] != 0): print(" Water shards: " + str(shards[0])) if(shards[1] != 0): print(" Sun shards: " + str(shards[1])) if(shards[2] != 0): print(" Air shards: " + str(shards[2])) if(stones[0] != 0): print(" Water stones: " + str(stones[0])) if(stones[1] != 0): print(" Sun stones: " + str(stones[1])) if(stones[2] != 0): print(" Air stones: " + str(stones[2])) if(items[0] != 0): print(" Bones: " + str(items[0][0])) if(items[1] != 0): print(" Meat: " + str(items[0][1])) print("-------------" + Fore.CYAN + "Info" + Fore.RESET + "-------------") print(" This chunk is ", end = '') if(int(dungChunk[0]) == 0): print("empty", end = '') elif(int(dungChunk[0]) == 1): print("with chest", end = '') else: print("dungeon") print(", next chunk is ", end='') if(int(dungChunk[1]) == 0): print("empty") elif(int(dungChunk[1]) == 1): print("with chest") else: print("dungeon") print(" Money: " + Fore.YELLOW + str(money)) print("----------" + Fore.CYAN + "Your stats" + Fore.RESET + "----------") print(" HP: " + Fore.RED + str(hp) + Fore.RESET + "/" + Fore.RED + str(maxhp + buffs[2])) print(" Speed: " + Fore.WHITE + str(speed)) print(" Defense: " + Fore.WHITE + Style.DIM + str(defense) + " + " + str(buffs[1])) print(" Strength: " + Fore.BLUE + str(atk) + " + " + str(buffs[0])) print(" Exp: " + Fore.GREEN + str(xp) + Fore.RESET + "/" + Fore.GREEN + "100" + Fore.RESET + "; Lvl: " + Fore.MAGENTA + str(lvl)) print(" Waves: " + str(waves)) print("-----------" + Fore.CYAN + "Monsters" + Fore.RESET + "-----------") for a in range(0, len(mobsInChank)): print(str(a) + ") Monster: " + str(mobsInChank[a][1]) + ", Lvl: " + str(mobsInChank[a][2])) print("------------------------------") print("Q) Quit") print("0) Menu") print("1) Attack") print("2) Heal 50 HP(40 money)") print("3) Workshop") print("4) Open inventory") print("5) Shop") print("6) Save") if(citesList[0][1] == 1 or citesList[1][1] == 1): print("7) Teleport") try: b = input() if(b == ""): main() if(b == "Q" or b == 'q'): save() quit() if(int(b) == 0): save() menu() if(int(b) == 1): print("Enter number of monster: ") c = input() if(c == ""): main() if(int(c) > len(mobsInChank)): main() else: attackMob(int(c), isdung = False) elif(int(b) == 2 and money > 39 and hp < maxhp): money -= 40 hp += 50 elif(int(b) == 3): newItem = shop.Workshop(shards, stones) shards = newItem[1] stones = newItem[0] elif(int(b) == 4): newItem = shop.inv(stones, maxhp, defense, atk, items, hp) maxhp = newItem[0] atk = newItem[1] defense = newItem[2] stones = newItem[3] items = newItem[4] hp = newItem[5] elif(int(b) == 5): newItem = shop.shop(money, stones, items) money = newItem[0] stones = newItem[1] items = newItem[2] elif(int(b) == 6): save() if(int(b) == 7): if(citesList[0][1] == 1): print("1) Tp to city " + str(citesList[0][0])) if(citesList[1][1] == 1): print("2) Tp to city " + str(citesList[1][0])) if(citesList[0][1] == 1 or citesList[1][1] == 1): b = input() if(int(b) == 1): newItem = cityH(0, citesList, items, money) items = newItem[0] money = newItem[1] elif(int(b) == 2): newItem = shop.cites(1, citesList, items, money) items = newItem[0] money = newItem[1] else: pass main() else: main() except ValueError: main()
def main(): # Wat do? while True: time.sleep(.3) print() print('**********************************') time.sleep(.3) print('* What do you want to do? *') time.sleep(.3) print('* 1. Talk to Tavern Barkeep *') time.sleep(.3) print('* 2. Shop *') time.sleep(.3) print('* 3. Explore Cave *') time.sleep(.3) print('* 4. Use Items *') time.sleep(.3) print('* 5. Quit *') time.sleep(.3) print('**********************************') direction = input('> ') # Game info if direction == '1': time.sleep(.3) print( '\nWelcome visitor! Here you can use items, go shopping, take a rest, or go explore the abandoned cave outside of town!\n' ) time.sleep(1) print('''Have a drink on the house! _.._..,_,_ ( ) ]~,"-.-~~[ .=])' (; ([ | ]:: ' [ .=]): .) ([ |:: ' | ~~----~~ ''') time.sleep(1) # Go shopping if direction == '2': time.sleep(.3) shop(hero) # Go fighting if direction == '3': time.sleep(.3) cave(hero) # Use items if direction == '4': time.sleep(.3) use_items(hero) # Leave (sad face) if direction == '5': break pass
def interMission(display, health, ammunition, Mdamage, Rdamage, fuel, money, n): global playingMusic global startTime global soundLength nextMusic = musicToPlay() clock = pygame.time.Clock() pygame.font.init() if n == 0: playMusic("../Audio/Effects/InterMissionTut.wav") else: if random.randint(0, 1) == 0: playMusic("../Audio/Effects/TimeForMission.wav") else: playMusic("../Audio/Effects/Interlude.wav") damageAmount = 50 interChange = 100 numberWords = 3 words = ["Interest", "Interject", "Interlude", "Interchange", "Intermezzos", "Internment", "Interabang", "Interannual", "Interiority", "Interjoin", "Interlining", "Interlarded", "Internality", "Interlayers", "Internecine", "Intertribal", "Intermingle", "Intersperse", "Intervene", "Interoffice", "Interplead", "Intergrade", "Interview", "Interstrand", "Intermixing", "Interlinear", "Internuncio", "Interplant", "Interracial", "Internship", "Internalise", "Intertill", "Interacting", "Interschool", "Interisland", "Interabang", "Internecine", "Interpose", "Interpret", "Intermingle", "Intergraph", "Interlude", "Interview", "Interannual", "Intergrade", "Interlayers", "Interlinear", "Internalise", "Interline", "Internment" ] # Words to display wordPairs = [True, False, False, True, False, True, True, False, True, False, False, True, True, False, True, False, False, True, True, False, False, True, True, False, True, False, True, False, False, True, True, False, True, False, False, True, True, False, True, False, True, False, True, False, True, False, False, True, False, True ] # Is the word correct? word = [words[n], words[n+1]] correct = wordPairs[0] wordIndex = n * numberWords * 2 - 2 loopExit = False unclicked = True getNext = True latestButtonData = [0, (0, 0)] # Last mouse button used and where it was used itemsToDisplay = [] # Items to blit to screen, and where to put them backgroundImage = createBackground('../Images/Backgrounds/intermission.png') # Load and scale background itemsToDisplay.append((backgroundImage, (0, 0), 1)) # Add background to queue # Clickable items on screen and their locations screenItems = [ screenItem('inter1', 5, 243, 382, 5, 243, 337, '../Images/Sprites/IntermissionButtonPressed.png', '../Images/Sprites/IntermissionButton.png'), screenItem('inter2', 413, 243, 800, 413, 243, 337, '../Images/Sprites/IntermissionButtonPressed.png', '../Images/Sprites/IntermissionButton.png') ] playBackground('../Audio/Music/intermission.wav') while not loopExit: if nextMusic.ready: nextMusic.play() # Event Handling for event in pygame.event.get(): # If any mouse button is pressed if event.type == pygame.MOUSEBUTTONDOWN: latestButtonData[0] = event.button latestButtonData[1] = event.pos print("button %3d pressed in the position (%3d, %3d)" %(latestButtonData[0], latestButtonData[1][0], latestButtonData[1][1])) # If any mouse button is released if event.type == pygame.MOUSEBUTTONUP: unclicked = True for clickable in screenItems: latestButtonData = [0, (0, 0)] clickable.regular() for clickable in screenItems: if latestButtonData[0] == 1: if not playingMusic: if (latestButtonData[1][0] >= clickable.xHitLow) and (latestButtonData[1][0] <= clickable.xHitHigh): if (latestButtonData[1][1] >= clickable.yHitHigh) and (latestButtonData[1][1] <= clickable.yHitLow): if (unclicked == True) and (clickable.isGray == False): unclicked = False getNext = True clickable.clicked() if clickable.name == "inter1": if correct == True: money += interChange playMusic("../Audio/Effects/coin.wav") nextMusic.add("../Audio/Effects/MissionRight.wav") else: health -= damageAmount playMusic("../Audio/Effects/damage.wav") if random.randint(0, 1) == 0: nextMusic.add("../Audio/Effects/MissionWrong1.wav") else: nextMusic.add("../Audio/Effects/MissionWrong2.wav") elif clickable.name == "inter2": if correct == False: money += interChange playMusic("../Audio/Effects/coin.wav") nextMusic.add("../Audio/Effects/MissionRight.wav") else: health -= damageAmount playMusic("../Audio/Effects/damage.wav") if random.randint(0, 1) == 0: nextMusic.add("../Audio/Effects/MissionWrong1.wav") else: nextMusic.add("../Audio/Effects/MissionWrong2.wav") if clickable.image != None: itemsToDisplay.append((clickable.image, (clickable.xPos, clickable.yPos), 0)) textToBlit = createText(str(money), 'Comic Sand MS', 30, 262, 440) itemsToDisplay.append(textToBlit) textToBlit = createText(str(health), 'Comic Sand MS', 30, 430, 440) itemsToDisplay.append(textToBlit) textToBlit = createText(str(ammunition), 'Comic Sand MS', 30, 348, 440) itemsToDisplay.append(textToBlit) textToBlit = createText(str(fuel), 'Comic Sand MS', 30, 502, 440) itemsToDisplay.append(textToBlit) textToBlit = createText(str(word[0]), 'Comic Sand MS', 42, 107, 281) itemsToDisplay.append(textToBlit) textToBlit = createText(str(word[1]), 'Comic Sand MS', 42, 523, 281) itemsToDisplay.append(textToBlit) if not playingMusic: if getNext: if wordIndex >= (n * numberWords * 2 + numberWords * 2) - 2: loopExit = True else: getNext = False wordIndex += 2 word[0] = words[wordIndex] word[1] = words[wordIndex + 1] correct = wordPairs[wordIndex] stopTime = time.time() if ((stopTime - startTime) > soundLength) and not pygame.mixer.get_busy(): playingMusic = False display.fill(black) newDisp = [] for item in itemsToDisplay: display.blit(item[0], item[1]) if item[2] == 1: newDisp.append(item) itemsToDisplay = newDisp # Push to screen pygame.display.update() clock.tick(fps) pygame.mixer.music.stop() health, ammunition, Mdamage, Rdamage, fuel, money = shop.shop(display, health, ammunition, Mdamage, Rdamage, fuel, money) return (health, ammunition, Mdamage, Rdamage, fuel, money)
from shop import shop from dataxml import dataxml as data sho = shop() dat1 = data() dat1.read('old.xml', sho) dat1.write('new.xml', sho) for s in sho.getOrderCodes(): print(sho.getInfoOrder(s))
else: return 'game' elif c==3: win.clear() win.update() if start: return win,'shop' else: return 'shop' else: win.quit() sys.exit() def cont(screen=None): while True: scr = title(None,None,None,False) if scr == 'game': main(ww,hh,win) elif scr == 'shop': shop.shop(win,1) ww,hh,full=setup.setup() win,scr = title(ww,hh,full,True) if scr == 'game': main(ww,hh,win) elif scr == 'shop': shop.shop(win,1) cont(screen=scr)
def main(): print_header() # player = start_choice() player = start() if not player: player = start_choice() info(player) sleep(1) active = True while active: option = menu() # Quest Option if option == "quest": if player.quest: # check that a quest exists confirm = input("Start quest?: {} (y/n) \n>>>".format( player.quest)) if confirm.find("y") != -1: # TODO: make a good system for this, cuz 2 lines of extra elifs per quest cant be great # if player.quest == "Clap the Dragon": # quests.clap_the_dragon(player) if player.quest == "Dab on Turtles": quests.battle_turtles(player, 3) elif player.quest == "Beat up the Developer": quests.beat_the_dev(player) elif player.quest == "Mess with Goblins": quests.mess_with_goblins(player) elif player.quest == "Ryan's Battle": # test battle - only accessable via debug mode quests.ryans_battle(player) elif player.quest == "Defeat Ryan": quests.defeat_ryan(player) elif player.quest == "Defeat the Outlaws": quests.defeat_outlaws(player) else: print("You don't have a quest!") else: print( "ok then be that way man all this work i do to launch quests and u be that way ok cool" ) else: print( "You don't have a quest! Go find one before trying to start! There may be some in town..." ) # Inventory Option elif option == "inventory": inventory.use_item(player) # Shop Option elif option == "shop": shop.shop(player) # Player Info elif option == "player": info(player) # Debug mode elif option == "debug": player.debug() # World Option elif option == "world": world.world_init(player) selection = world.select_world() if selection == "Test World": world.test_world(player) elif selection == "Start Town": world.start_world(player) elif selection == "Topshelf": world.topshelf(player) elif selection == "Ptonio" and "Ptonio" in player.metadata: world.ptonio(player) # Save the game! elif option == "save": data.save(player) data.save_settings(settings) print("[!] Saved game!") # I NEED HELP!!! elif option == "help": game_help() # Set some tings elif option == "settings": change_settings() # Exit Option elif option == "exit": # print("See ya later!") data.save(player) data.save_settings(settings) active = False
#!/usr/bin/env python # -*- coding: utf-8 -*- # Pw @ 2015-11-03 09:58:36 # author: 郑集文 # Description: deposit import shop,os shop=shop.shop() #判断用户名 while True: user_name=raw_input("\nPlease input you name:") file_name=user_name+'.txt' if os.path.exists(file_name): break else: print "\n未找到此用户名请重新输入." #主程序 deposit_judge=raw_input("\nDo you need to recharge [y/n]?") if deposit_judge=='y': deposit_num=raw_input("\nPlease input your want to deposit money:") if deposit_num.isdigit: deposit=shop.deposit(deposit_num,user_name) while True: deposit_judge_1=raw_input('\n充值成功,现在余额为%s,是否继续充值[y/n]?'%shop.user(user_name)[user_name]) if deposit_judge_1=='y': deposit_num=raw_input("\nPlease input your want to deposit money:") if deposit_num.isdigit: deposit=shop.deposit(deposit_num,user_name) else: print "\n请输入正整数\n。" elif deposit_judge_1=='n':
''' Accept user input to determine string to modify and if they want a picture modified Sam Minix 6/26/20 ''' import spongebob import shop text = input('Enter a quote: ') newText = spongebob.spongebob(text) print(newText) photo = input('Would you like it on a photo, Y/N? ') while True: if (photo not in ['Y', 'y', 'yes', 'N', 'n', 'no']): photo = input('Enter a valid input. would you like a photo Y/N? ') else: break if (photo in ['Y', 'y', 'yes']): shop.shop(newText) print("Thanks!")