def __init__(self, player1_is_ai=True, player2_is_ai=True): """ Purpose: Creates a game instance with a board and all the pieces Pre-Conditions: :param player1_is_ai: Whether or not player 1 is an AI :param player2_is_ai: Whether or not player 2 is an AI Return: :return: A new game state """ # Initializing the starting game board self.board = Board() # The game board self.parent = None # The previous board state Queen(self.board, 3, 5) # Place Queen at top center Dragon(self.board, 2, 4) # Three Dragons in front of the queen Dragon(self.board, 3, 4) Dragon(self.board, 4, 4) Wight(self.board, 1, 1) # Wight's all along the bottom row Wight(self.board, 2, 1) Wight(self.board, 3, 1) Wight(self.board, 4, 1) Wight(self.board, 5, 1) self.player = 2 # Player whose turn it is #Checking whether the game is in AI mode or not. if player1_is_ai: self.ai1 = AI() else: self.ai1 = None if player2_is_ai: self.ai2 = AI() else: self.ai2 = None
def enter(): global ground ground = Ground(0) game_world.add_object(ground, 0) global eru eru = Eru() game_world.add_object(eru, 1) global bullets game_world.add_objects(bullets, 1) global dragons dragons = [Dragon(i, eru.stage_level) for i in range(5)] game_world.add_objects(dragons, 1)
def generateFoes(hero): monsters = [] number_of_monsters = int( raw_input("Welcome %s, how many monsters will you fight?\n> " % (hero.name))) for i in range(number_of_monsters): random_int = random.randint(1, 3) if random_int == 1: monsters.append(Goblin()) elif random_int == 2: monsters.append(Vampire()) elif random_int == 3: monsters.append(Dragon()) return monsters
def update(): global dragons, boss, record, fire_timer, fireball if fire_timer >= 800 - eru.stage_level * 100: fireball = FireBall() game_world.add_object(fireball, 1) fire_timer = 0 else: fire_timer += 1 if len(dragons) <= 0 and eru.stage_level < 4: dragons = [Dragon(i, eru.stage_level) for i in range(5)] game_world.add_objects(dragons, 1) if eru.stage_level == 4 and boss is None: boss = Boss() game_world.add_object(boss, 1) if eru.remain_hp <= 0: record = eru.distance eru.death_sound.play(1) game_framework.change_state(ranking_state) if boss is not None and boss.hp <= 0: boss.ending_timer += 1 if boss.ending_timer == 1: boss.win_sound.play(1) if boss is not None and boss.ending_timer >= 500: boss = None record = eru.distance game_framework.change_state(ranking_state) for game_object in game_world.all_objects(): game_object.update()
status = 0 obj_board = Board(rows, 500) obj_scenery = Scenery() obj_mando = Mando(1, rows - 4) obj_board.matrix_set(obj_mando.place_mando(1, obj_board.matrix_get())) obj_board.matrix_set( obj_scenery.create_ground(rows, 500, obj_board.matrix_get())) obj_board.matrix_set(obj_scenery.create_sky(rows, 500, obj_board.matrix_get())) obj_board.matrix_set(obj_scenery.create_clouds(obj_board.matrix_get())) obj_board.matrix_set( obj_scenery.create_coins(rows, 500, obj_board.matrix_get())) obj_board.matrix_set( obj_scenery.create_powerup(rows, 500, obj_board.matrix_get())) obj_board.matrix_set(obj_scenery.create_obstacles(obj_board.matrix_get())) obj_board.matrix_set(obj_scenery.create_deadwall(obj_board.matrix_get())) obj_dragon = Dragon(rows, 500) obj_board.matrix_set(obj_dragon.place_dragon(rows, 500, obj_board.matrix_get())) y = random.randint(10, rows - 15) x = random.randint(60, 300) obj_magnet = Magnet(x, 20) obj_board.matrix_set(obj_magnet.print(obj_board.matrix_get())) stage = -1 obj_dragon_ball = Dragon_ball(10, 10) obj_board.matrix_set(obj_dragon_ball.print(obj_board.matrix_get())) game_time = 100 game_strt_time = time.time() power_time = 0 mando_check_roar = 0 boss_fight_start = time.time()
from random import Random from Knight import Knight from Dragon import Dragon def berichteKampf(attacker, defender): print(defender.anzeigen(), "wird angegriffen von") print(attacker.anzeigen(), "mit Stärke", attacker.gibStärke(), "und verteitigt sich mit", defender.armor) print("****") zufall = Random() arthur = Knight("Arthur") wilhelm = Dragon("Drogk") print(arthur.anzeigen(), "vs", wilhelm.anzeigen(), "\n") while arthur.istAmLeben() and wilhelm.istAmLeben(): if bool(zufall.choice([True, False])): berichteKampf(arthur, wilhelm) arthur.angreifen(wilhelm) else: berichteKampf(wilhelm, arthur) wilhelm.angreifen(arthur) if arthur.istAmLeben() == True: gewinner = arthur else: gewinner = wilhelm
jetpacker.set_life(jetpacker.get_life() + 1) jetpacker.set_life(jetpacker.get_life() - 1) board.revive(jetpacker) jetpacker.set_did_he_die(0) # import simpleaudio as sa # filename = 'audio.mp3' # wave_obj = sa.WaveObject.from_wave_file(filename) # play_obj = wave_obj.play() board = Board(30 + deltaoperator, 500) board.create_board() jetpacker = JetPacker(25 + deltaoperator, 0, 1) D1 = Dragon() D2 = [] jetpacker.starting_position(board.matrix) obj_scenery = Scenery() obj_scenery.create_ground(board.matrix) bullets = [] obj_scenery.create_sky(board.matrix) obj_scenery.create_coins_platforms(board) obj_scenery.create_magnet(board) enemies = [] listx = [] listy = [] for i in range(0, 40):
Vine(60, 1.0, 5, 1.0, 20, 120), Spider(60, 1.0, 15, 1.0, 100, 240), # dpm of 15 Spider(60, 1.0, 15, 1.0, 100, 240), Spider(60, 1.0, 15, 1.0, 100, 240), Spider(60, 1.0, 15, 1.0, 100, 240), Spider(60, 1.0, 15, 1.0, 100, 240), Spider(60, 1.0, 15, 1.0, 100, 240), ShadowBoundBear(120, 1.0, 60, 1.0, 300, 300), # dpm of 30 ShadowBoundBear(120, 1.0, 60, 1.0, 300, 300), ShadowBoundBear(120, 1.0, 60, 1.0, 300, 300), ShadowBoundBear(120, 1.0, 60, 1.0, 300, 300), Beast(120, 1.0, 70, 1.0, 100, 300), # dpm of 35, increases over time Beast(120, 1.0, 70, 1.0, 100, 300), Colossus(60, 5.0, 700, 1.0, 2000, 1800), # dpm of 140, increases over time Colossus(60, 5.0, 700, 1.0, 2000, 1800), Dragon(300, 1.0, 1000, 1.0, 2000, 3600), # dpm of 200. Reward increases over time, difficult to kill. Ashvine(60, 1.0, 30, 1.0, 60, 50), # dpm of 30. Increases over time, harder to kill over time, reward increases over time. Bunny(0,0,0,0,0, 1800)] # unspeakably evil #attackers = [DarkForestCreature(20, 1.0, 5, 1.0, 20, 60)] currentAttacker = attackers[0] # --------------------------------------- # Classes # --------------------------------------- class Settings: """ Tries to load settings from file if given The 'default' variable names need to match UI_Config""" def __init__(self, settingsFile=None): if settingsFile is not None and os.path.isfile(settingsFile): with codecs.open(settingsFile, encoding='utf-8-sig', mode='r') as f:
else: self.text.set("I'm sorry, I didn't get that. Try entering it again.") self.entry.set('') def OnPressEnter(self,event): self.processEnter(event) def enter(self): self.processEnter(None) def getTrial(self): return self.trial charType = SelectCharacter() name = SetName() player = Character(name.getName(), charType.getType(), charType.getHP(), charType.getATK()) dragon = Dragon() home = Home("") while dragon.getHP() != 0 and player.getHP() != 0 and home.getTrial() != 99: if home.getTrial() == 1: string = "" diamond = DiamondDefense() if diamond.getDiamondStatus() == 0: string = "Oh no! You didn't find the Defense Diamond.\nYou can continue to your next trial, but you might want to try again.\nYou may need it later!" elif diamond.getDiamondStatus() == 1: player.setDefense() string = "Congratulations! You found the Defense Diamond!\nYou may choose your next trial.\nIf you have completed all the trials, you are ready to face the dragon!" home = Home(string) elif home.getTrial() == 2: string = "" riddle = Riddle() if riddle.getHammer() == 0:
if class_sure in Yes: print("") print( " You are a", gender, ",Warrior called", NameChar, ".") print( " I wish you Luck and Fortune Hero!" ) break #Exploring Towns and Traveling #Basic Combat player = Warrior(NameChar) enemy = Dragon("Dragon") def Combat(player, enemy): print("") print( " Your Party is under attack by a " + enemy.name) randomtext = input( " Press ENTER to continue" ) print("") while player.isalive() and enemy.isalive(): print( " You attacked the " + enemy.name + "!")
lose = 0 gamer1_class = "0" nickname = input("Please enter a gamer name: ") rank = 0 while 1: char = Beginner(nickname) print(f'Welcome to the Magic Game! (WINS:{wins} / LOSE:{lose}') print("Choose a mode: ") choice = int(input("1.Single play\n2.Multiplay\nChoice: ")) if choice == 1: print("You have chosen SINGLE PLAY MODE") char = Beginner(nickname) bot = Dragon("Dragon") print(f'Your name is: {char.GetUserName()}') print(f'Dragon name is: {bot.GetUserName()}') rank_type = str(char.__class__.__name__) while (char.GetHp() > 0 and bot.GetHp() > 0): turn_a = randint(0, 2) turn_b = randint(0, 4) if (char.GetHp() > 0 and bot.GetHp() > 0): if (wins > 1): rank = (input("Choose a rank\n[1]Knight\n[2]Wizard\n[3]Elf\n")) if rank =="1": char = Knight(nickname) elif rank == "2": char = Wizard(nickname) elif rank == "3":
background_image_one = pygame.image.load("./images/space.jpg") background_image_one_resized = pygame.transform.scale(background_image_one, screen_size) background_image_two = pygame.image.load("./images/background3.png") background_image_two_resized = pygame.transform.scale(background_image_two, screen_size) screen = pygame.display.set_mode(screen_size) pygame.display.set_caption("PYGAME") the_player = Player("./images/ff1.tiff", 100, 500, screen) # dont need the image, the x or the y bad_guy = Bad_Guy(screen, 700, 575) latios = Latios(screen) dragon = Dragon(screen) bullets = Group() #make a new group called bullets, it's a pygame "list"; hero_group = Group() enemy_group = Group() hero_group.add(the_player) enemy_group.add(bad_guy) def message1_display(text): #display what kind of text you want largeText = pygame.font.Font(None, 90) start_text = largeText.render(text, True, (245, 255, 255)) screen.blit(start_text, [100, 100]) pygame.display.update()