Esempio n. 1
0
def main():
    my_hero = Hero(name='Wencakisa',
                   title='Kingslayer',
                   health=100,
                   mana=100,
                   mana_regeneration_rate=2)
    my_enemy = Enemy(health=100, mana=100, damage=10)
    my_weapon = Weapon(name='Windcutter', damage=10)
    my_spell = Spell(name='Fireball', damage=7, mana_cost=4, cast_range=1)
    my_hero.equip(my_weapon)
    my_hero.learn(my_spell)

    while my_hero.is_alive() and my_enemy.is_alive():
        print(my_enemy.attack(enemy=my_hero))
        my_enemy.take_healing(healing_points=40)
        print(my_hero.attack(by='spell', enemy=my_enemy))
        print(my_hero.attack(by='weapon', enemy=my_enemy))
Esempio n. 2
0
def main():
    level, screen, clock, fps = set_config()
    group = RenderUpdates()
    heroine = Hero(20, 140, "elisa", group)

    keys = {
        K_LEFT: False,
        K_RIGHT: False,
        K_UP: False,
        K_DOWN: False,
        K_RETURN: False,
        27: False,
        K_a: False
    }  # obs 27 = 'esc'

    pygame.display.flip()
    while True:
        clock.tick(fps)

        for e in pygame.event.get([KEYUP, KEYDOWN]):
            valor = (e.type == KEYDOWN)
            if e.key in keys.keys():
                keys[e.key] = valor

        if keys[27]:  # tecla ESC
            pygame.quit()
            sys.exit()
        if heroine.attacking:
            heroine.animate_attack()
        elif keys[K_LEFT]:
            heroine.move("left")
        elif keys[K_RIGHT]:
            heroine.move("right")
        elif keys[K_UP]:
            heroine.jump()
        elif keys[K_DOWN]:
            heroine.get_down()
        elif keys[K_a]:
            heroine.attack()
        #heroine.is_jumping(gravity)

        utils.clear_screen(level, screen)
        pygame.display.update(group.draw(screen))