enemy = Person(1200, 65, 45, 25, [], []) running = True i = 0 print(bcolors.FAIL + bcolors.BOLD + "AN ENEMY ATTACKS" + bcolors.ENDC) while running: print("=========================") player.choose_action() choice = input("Choose action: ") index = int(choice) - 1 if index == 0: dmg = player.generate_damage() enemy.take_damage(dmg) print("You Attacked for ", dmg, "points of damage.", enemy.get_hp()) elif index == 1: player.choose_magic() magic_choice = int(input("Choose magic: ")) - 1 if magic_choice == -1: continue spell = player.magic[magic_choice] magic_dmg = spell.generate_damage() current_mp = player.get_mp() if spell.cost > current_mp: print(bcolors.FAIL + "\n Not enough MP" + bcolors.ENDC)
bgcolor.ENDC) print("====================================") running = True i = 0 # Game Starts while running: player.choose_action() choice = int(input("Enter your Move no: ")) choice -= 1 current_mp = player.get_mp() # power attacks if choice == 0: dmg = player.get_atk_damage() enemy.take_damage(dmg) print("You attacked the enemy with", dmg, " points") # magic attacks elif choice == 1: player.choose_magic() magic_move = int(input("Enter your Choice no: ")) magic_move -= 1 spell = player.magic[magic_move] spell_name = spell.name if current_mp >= spell.cost: dmg = spell.get_spell_damage() if spell.type == "attack": enemy.take_damage(dmg) print("You attacked the enemy with", spell_name, " for ", dmg,
player_items = [potion, hipotion, superpotion, elixer, hielixer] #instantiate people player = Person(460, 65, 60, 34, player_spells, player_items) enemy = Person(1200, 65, 45, 25, [], []) running = True i = 0 print(Bcolors.FAIL + Bcolors.BOLD + "AN ENEMY Attacks" + Bcolors.ENDC) while running: print("----------") player.choose_action() choice = input("choose action:") index = int(choice) - 1 if index == 0: dmg = player.generate_damage() enemy.take_damage(dmg) print("you attacked for ", dmg, "points of damage") elif index == 1: player.choose_magic() magic_choice = int(input("Choose magic!")) - 1 if magic_choice == -1: continue spell = player.magic[magic_choice] magic_dmg = spell.generate_damage() current_mp = player.get_mp() if spell.cost > current_mp: print(Bcolors.FAIL + "\n Not enough MP \n" + Bcolors.ENDC) continue player.reduce_mp(spell.cost) if spell.type == "white":
player.mp = player.maxhp print(bcolors.OKGREEN + "\n" +item.name + "fully restores HP/MP" + bcolors.ENDC) elif item.type == "attack": enemy.take_damage(item.prop) print(bcolors.FAIL + "\n" + item.name + " deals", str(item.prop), "points of damage" + bcolors.ENDC) # enemy.take_damage(magic_dmg) # print(bcolors.OKBLUE + "\n" + spell.name + "deals", str(magic_dmg), "points of damage" + bcolors.ENDC) enemy_choice = 1 enemy_dmg = enemy.generate_damage() player1.take_damage(enemy_dmg) print("enemy attacks for ", enemy_dmg, "Player HP:") print("------------------") print("enemy hp is:", bcolors.FAIL + str(enemy.get_max_hp())+ "/" + str(enemy.get_hp())+ bcolors.ENDC + "\n") # print("Your hp :", bcolors.OKGREEN + str(player.get_max_hp()) + "/" + str(player.get_hp())+ bcolors.ENDC) # print("your mp:", bcolors.OKBLUE + str(player.get_mp()) + "/" + str(player.get_max_mp())+ bcolors.ENDC + "\n") if enemy.get_hp() <= 0: print(bcolors.OKGREEN + "You win!" +bcolors.ENDC) running = False elif player.get_hp() <= 0: print(bcolors.FAIL + "Your enemy has defeated you!" +bcolors.ENDC) running = False