class Merchant: def __init__(self,player): self.player = player self.itemList=[get_item('l'),get_item('m')] self.selItem=0 self.numItem=[0,0] self.totalPrice=0 self.selDigit=3 self.enteredDigits=[0,0,0,0] self.buyScreen=False self.buyMode=True self.sellMode=False self.yes=True self.shopKeeperVariable=0 self.message=[] if self.player.shopTutorial = False: self.message.append("WELCOME TO SHOP - TUTORIAL MESSAGE")
def __init__(self, doorN, doorNFlag, doorS, doorSFlag, doorE, doorEFlag, doorW, doorWFlag, roomFlag, en1, en2, en3, en4, it1, it2, it3, it4): self.doorN = doorN self.doorNFlag = doorNFlag self.doorS = doorS self.doorSFlag = doorSFlag self.doorE = doorE self.doorEFlag = doorEFlag self.doorW = doorW self.doorWFlag = doorWFlag self.roomFlag = roomFlag self.en1 = en1 self.en2 = en2 self.en3 = en3 self.en4 = en4 if it1 != '0': self.it1 = get_item(it1) else: self.it1 = None if it2 != '0': self.it2 = get_item(it2) else: self.it2 = None if it3 != '0': self.it3 = get_item(it3) else: self.it3 = None if it4 != '0': self.it4 = get_item(it4) else: self.it4 = None self.image = 0 self.transport = False
def __init__(self,player): Actor.__init__(self) self.player=player self.weapon=None self.armor=None self.accessory=None self.eqItem=[] #player can equip up to 4 usable items to use in battle self.inv_Ar = [] #inventory self.attacks_Ar = [] #associated array for attack string names and attack power values self.currentInput="" self.currentProb1=0 self.currentProb2=0 self.currentAnswer=0 self.fractionSum=0 self.akhal=0 amulet=get_item('1') calculator=get_item('s') emptyItem=None self.eqItem=[emptyItem,emptyItem,emptyItem,emptyItem] self.inv_Ar=[amulet,calculator]
def __init__(self,doorN,doorNFlag,doorS,doorSFlag,doorE,doorEFlag,doorW,doorWFlag,roomFlag,en1,en2,en3,en4,it1,it2,it3,it4): self.doorN=doorN self.doorNFlag=doorNFlag self.doorS=doorS self.doorSFlag=doorSFlag self.doorE=doorE self.doorEFlag=doorEFlag self.doorW=doorW self.doorWFlag=doorWFlag self.roomFlag=roomFlag self.en1=en1 self.en2=en2 self.en3=en3 self.en4=en4 if it1 != '0': self.it1=get_item(it1) else: self.it1=None if it2 != '0': self.it2=get_item(it2) else: self.it2=None if it3 != '0': self.it3=get_item(it3) else: self.it3=None if it4 != '0': self.it4=get_item(it4) else: self.it4=None self.image=0 self.transport=False
def __init__(self,player): self.player=player self.itemList=[get_item('l'),get_item('m')] self.selItem=0 self.numItem=[0,0] self.totalPrice=0 self.selDigit=3 self.enteredDigits=[0,0,0,0] self.buyScreen=False self.buyMode=True self.sellMode=False self.yes=True self.shopKeeperVariable=0 self.message=[] if self.player.shopTutorial==False: self.message.append("Welcome. You can view my") self.message.append("wares by using the arrow keys") self.message.append("If you want to switch between") self.message.append("buying and selling, just press") self.message.append(" (B) or (S)") else: self.message.append("Got some rare things") self.message.append("on sale stranger")
def __init__(self, player): self.player = player self.itemList = [get_item('l'), get_item('m')] self.selItem = 0 self.numItem = [0, 0] self.totalPrice = 0 self.selDigit = 3 self.enteredDigits = [0, 0, 0, 0] self.buyScreen = False self.buyMode = True self.sellMode = False self.yes = True self.shopKeeperVariable = 0 self.message = [] if self.player.shopTutorial == False: self.message.append("Welcome. You can view my") self.message.append("wares by using the arrow keys") self.message.append("If you want to switch between") self.message.append("buying and selling, just press") self.message.append(" (B) or (S)") else: self.message.append("Got some rare things") self.message.append("on sale stranger")
def __init__(self, player): Actor.__init__(self) self.player = player self.weapon = None self.armor = None self.accessory = None self.eqItem = [ ] #player can equip up to 4 usable items to use in battle self.inv_Ar = [] #inventory self.attacks_Ar = [ ] #associated array for attack string names and attack power values self.currentInput = "" self.currentProb1 = 0 self.currentProb2 = 0 self.currentAnswer = 0 self.fractionSum = 0 self.akhal = 0 amulet = get_item('1') calculator = get_item('s') emptyItem = None self.eqItem = [emptyItem, emptyItem, emptyItem, emptyItem] self.inv_Ar = [amulet, calculator]
def item_pickup(self): profile = self.game_engine.get_object('profile') current_room = self.rooms[profile.position] for i in range( 0, 4 ): item_key = current_room.get_item( i ) # If visible, remove from room and place in players inventory if item_key[0] != '0' and item_key[1] == 'v': item = get_item( item_key[0] ) profile.give_item( item ) current_room.remove_item( i ) self.game_engine.get_object('mesg').add_line(_("%s discovered!")% item.name) return self.game_engine.get_object('mesg').add_line(_("No items found."))
def item_pickup(self): profile = self.game_engine.get_object('profile') current_room = self.rooms[profile.position] for i in range(0, 4): item_key = current_room.get_item(i) # If visible, remove from room and place in players inventory if item_key[0] != '0' and item_key[1] == 'v': item = get_item(item_key[0]) profile.give_item(item) current_room.remove_item(i) self.game_engine.get_object('mesg').add_line( _("%s discovered!") % item.name) return self.game_engine.get_object('mesg').add_line(_("No items found."))
def draw(self): profile = self.game_engine.get_object('profile') dir = profile.playerFacing current_room = self.rooms[profile.position] # Draw Room Doors left, front, right = self.normalize_dir() if current_room.get_door(left) != '0': self.doorsList[0].makeTransparent(False) else: self.doorsList[0].makeTransparent(True) if current_room.get_door(front) != '0': self.doorsList[1].makeTransparent(False) else: self.doorsList[1].makeTransparent(True) if current_room.get_door(right) != '0': self.doorsList[2].makeTransparent(False) else: self.doorsList[2].makeTransparent(True) # Draw Items img_list = [] cnt = 0 for i in range(dir, (dir + 4)): #imod for room rotation imod = i % 4 item_key = current_room.get_item(imod) if item_key[0] == '0' or item_key[1] != 'v': self.itemsList[cnt].makeTransparent(True) else: self.itemsList[cnt].repopulateImages([ pygame.image.load(ITEM_PATH + get_item(item_key[0]).path) ]) self.itemsList[cnt].makeTransparent(False) cnt += 1
def __end_battle(self, menu): # Give items if any room = self.game_engine.get_object("dungeon").get_current_room() for i in range(0, 4): item_key = room.get_item(i) # If visible, remove from room and place in players inventory if item_key[0] != "0" and item_key[1] == "b": item = get_item(item_key[0]) self.game_engine.get_object("profile").give_item(item) room.remove_item(i) self.game_engine.get_object("mesg").add_line(_("%s dropped!") % item.name) room.has_enemy = False # self terminate # print 'end battle called' self.remove_from_engine() self.game_engine.get_object("battlemenu").remove_from_engine() self.game_engine.remove_object("battlemenu") self.game_engine.remove_object("battle")
def __end_battle(self, menu): #Give items if any room = self.game_engine.get_object('dungeon').get_current_room() for i in range(0, 4): item_key = room.get_item(i) # If visible, remove from room and place in players inventory if item_key[0] != '0' and item_key[1] == 'b': item = get_item(item_key[0]) self.game_engine.get_object('profile').give_item(item) room.remove_item(i) self.game_engine.get_object('mesg').add_line( _("%s dropped!") % item.name) room.has_enemy = False #self terminate #print 'end battle called' self.remove_from_engine() self.game_engine.get_object('battlemenu').remove_from_engine() self.game_engine.remove_object('battlemenu') self.game_engine.remove_object('battle')
def draw(self): profile = self.game_engine.get_object('profile') dir = profile.playerFacing current_room = self.rooms[profile.position] # Draw Room Doors left, front, right = self.normalize_dir() if current_room.get_door( left ) != '0': self.doorsList[0].makeTransparent(False) else: self.doorsList[0].makeTransparent(True) if current_room.get_door( front ) != '0': self.doorsList[1].makeTransparent(False) else: self.doorsList[1].makeTransparent(True) if current_room.get_door( right ) != '0': self.doorsList[2].makeTransparent(False) else: self.doorsList[2].makeTransparent(True) # Draw Items img_list = [] cnt = 0 for i in range( dir, (dir + 4) ): #imod for room rotation imod = i % 4 item_key = current_room.get_item( imod ) if item_key[0] == '0' or item_key[1] != 'v': self.itemsList[cnt].makeTransparent(True) else: self.itemsList[cnt].repopulateImages([pygame.image.load(ITEM_PATH + get_item( item_key[0] ).path)]) self.itemsList[cnt].makeTransparent(False) cnt += 1