Esempio n. 1
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    def display(self):
        ''' NPC display function.

        This function examines position of target, makes move based on
        target, then displays to the screen.
        '''

        # Calling parent display function
        Character.display(self)
Esempio n. 2
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    def addTarget(self, target_group):
        ''' addTarget - Used to lock NPC onto a target to attack
        '''
        Character.addTarget(self, target_group)
        # Sorry this line is messy! was playing in the debugger and
        # found it works
        self.target = target_group.sprites()[0]

        # TODO: Redo c2c_widtrh and methods which use it
        # Centre to centre width
        self.c2c_width = 0.5 * (self.width + self.target.width)
        self.c2c_height = 0.5 * (self.height + self.target.height)
Esempio n. 3
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    def update(self):
        ''' NPC update function

        This function examines position of target, makes move based on 
        target, then uses parent classes update funciton
        '''
        if self.position[1] > self.max_depth:
            self.kill()
        # Deciding on and actioning any moves
        self.decideMoves()

        Character.update(self)
Esempio n. 4
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 def update(self):
     ''' Update
     Updates using parent classes update function, then ensures still
     on screen
     '''
     #print(self.score)
     Character.update(self)
     # Preventing from going off edges
     if self.rect.left < 0:
         self.rect.left = 0
     if self.rect.right > self.screen.get_width():
         self.rect.right = self.screen.get_width()
Esempio n. 5
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    def __init__(self,
                 screen,
                 background,
                 x_position,
                 y_position,
                 arm_type='arms'):
        # Loading player data json, and converitng to python dictionary
        with open('json/basic_character.JSON') as player_json:
            character_data = json.load(player_json)

        # Initialising Character class
        Character.__init__(self, character_data, background, screen,
                           x_position, y_position, arm_type)
Esempio n. 6
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    def attack(self):
        ''' attack function

        Checks for any enemies in target group who have collided and 
        attacks them
        '''
        self.attacking = True
        if self.arms.projectile:
            boom = self.arms.throw(self.state[1])
            self.thrown_projectiles.add(boom)
        else:
            collision_enemies = pygame.sprite.spritecollide(
                self, self.target_group, False)
            for collision_enemy in collision_enemies:
                if self.isFacingTarget(collision_enemy):
                    Character.attack(self, collision_enemy)
Esempio n. 7
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 def __init__(self, characters_set):
     self.fitness = -1
     self.characters_set = list()
     for character in characters_set:
         self.characters_set.append(
             Character(character=character['character'],
                       button_id=character['button_id']))
     self._order_fixed_characters()
Esempio n. 8
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def load(user_input="none"):
    global characters
    df = pd.read_csv("characters.csv")
    columns = df.columns.tolist()
    characters_series = df.apply(lambda x:
                                 (x[columns[0]], Character(**dict(x))),
                                 axis=1)
    characters = dict(list(characters_series))
    print("Ready players: " + ", ".join(list(characters.keys())))
Esempio n. 9
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    def __init__(self,
                 screen,
                 background,
                 x_position,
                 y_position,
                 npc_type='basic',
                 arm_type='arms',
                 sleep_on_load=True):
        # Loading player data json, and converitng to python dictionary
        json_location = f'json/{npc_type}_enemy.JSON'
        try:
            with open(json_location) as character_json:
                character_data = json.load(character_json)
        except:
            err_string = "Bad Enemy Name.  Please input an enemy which has \
                            a corresponding JSON"

            raise Exception(err_string)

        # Initialising Character class
        Character.__init__(self, character_data, background, screen,
                           x_position, y_position, arm_type)

        # Setup sleep variable
        self.asleep = sleep_on_load

        self.setAttackDelay()

        # Kill NPC if falls off map
        self.max_depth = screen.get_size()[1]

        # Wake distance (pixels) - used to determine distance target
        # needs to be after which NPC wakes.
        # This should go somewhere else, like a JSON perhaps?
        # TODO: Decide!
        self.wake_distance = 200
Esempio n. 10
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def init_character_data():
    dict_enemies[greg_name] = Character(
        greg_name, 100,
        [mild_sexism, sell_company, ignore_advice, blame_linda],
        dict_effects[Effects.NONE])
    dict_enemies[pionteks_name] = Character(
        pionteks_name, 100,
        [vote_trump, insist_dinner_siblings, pick_on_linda],
        dict_effects[Effects.NONE])
    dict_enemies[tilly_name] = Character(
        tilly_name, 50, [scarf_and_barf, dead_mouse, alive_mouse, hairball],
        dict_effects[Effects.NONE])
    dict_enemies[noah_name] = Character(
        noah_name, 100, [toxic_fart, hanger, say_fam, herpdy_derp],
        dict_effects[Effects.NONE])
    dict_enemies[gabe_name] = Character(
        gabe_name, 100, [sleep_till_3, gabe_out, gabe_stop, obscure_reference],
        dict_effects[Effects.NONE])
    dict_enemies[cookies_name] = Character(cookies_name, 1000,
                                           [look_tasty, sit_there],
                                           dict_effects[Effects.NONE])
Esempio n. 11
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    num_turns_in_battle = 1
    current_character_enemy_index += 1
    character_enemy = dict_enemies[enemy_order[current_character_enemy_index]]
    set_context('break')
    character_mom.damage_boost = 1.0
    character_mom.active_effect = dict_effects[Effects.NONE]
    battle_over = True
    print_delayed('\n\nLinda went to the hooga zone', standard_delay)


def print_end_game_text():
    print_delayed(congrats, 3)
    print_delayed(
        f'You have defeated all bosses! Your total score is {score}!', 3)
    print_delayed(list_of_rewards, 3)


def main():
    set_context('attacking.Greg')
    print_start_of_game_text()
    start()


adventurelib.prompt = prompt
adventurelib.no_command_matches = no_command_matches
init_game_data()
character_mom = Character('Linda', 100, None, dict_effects[Effects.NONE])
character_enemy = dict_enemies['Greg']

if __name__ == '__main__':
    main()
Esempio n. 12
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 def setArms(self, new_arms):
     ''' Sets arms and updates npc delay accordingly
     '''
     Character.setArms(self, new_arms)
     self.setAttackDelay()
Esempio n. 13
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from classes.character import Character
from classes.magic import player_spells, enemy_spells
from classes.backpack import player_items
from classes.bcolors import bcolors
from random import randrange

# Creating characters
player1 = Character('Bezimienny', 2950, 135, 185, 55, player_spells,
                    player_items)
player2 = Character('Diego     ', 1400, 30, 140, 40, player_spells,
                    player_items)
player3 = Character('Milten    ', 1250, 300, 45, 25, player_spells,
                    player_items)

enemy1 = Character('Priest ', 1500, 200, 20, 30, enemy_spells, [])
enemy2 = Character('Śniący ', 6000, 110, 600, 80, enemy_spells, [])
enemy3 = Character('Warrior', 1500, 0, 300, 50, enemy_spells, [])

players = [player1, player2, player3]
dead_players = [player1, player2, player3]
enemies = [enemy1, enemy2, enemy3]
dead_enemies = [enemy1, enemy2, enemy3]

# Let's play

play = True
print(bcolors.MBOLD + bcolors.MYELLOW + '|' + '-' * 52 + '|' + bcolors.ENDC)
print(bcolors.MBOLD + bcolors.MYELLOW + '|' + '=' * 8 +
      'You finally found Arch-Demon Sleeper' + '=' * 8 + '|' + bcolors.ENDC)
print(bcolors.MBOLD + bcolors.MYELLOW + '|' + '=' * 8 +
      'You must defeat him to save Khorinis' + '=' * 8 + '|' + bcolors.ENDC)
Esempio n. 14
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def new(input_array):
    global characters
    new_char = Character(*input_array[1:])
    characters[new_char.name] = new_char
    print("Huzzah! " + new_char.name +
          " has joined the game. Welcome to the campaign.")
Esempio n. 15
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def main():
    character_name = input("What is the name of your character?\n")
    time.sleep(0.5)
    while True:
        try:
            character_type = input(
                "Do you want to have a lucky or strong character? Input lucky or strength to indicate your "
                "choice.\n")
            new_character = Character(character_name, character_type)
            break
        except ValueError:
            print("That was not a valid character type. Please try again.\n")
    story = Script.scenario_1
    new_game = Game(new_character, story)
    print("Character History:\n")
    print(
        "It is early 1942. You are a junior officer at the rank of Lieutenant in the Imperial Japanese Army who was "
        "prompted to sign on with the army shortly after graduation from Waseda University due to your strong "
        "patriotism.\n")
    time.sleep(4)
    print("Character Attribute:\n")
    if new_character.role_type == 'lucky':
        print(
            "Furthermore, you have always been sure of your luck as well. Since youth, you have always been saved "
            "from unfortunate incidents due to sheer luck despite having partaken in them, and you regularly win "
            "small amounts of money from gambling with your friends as well.\n\nBeing confident of your luck, you "
            "are sure that you will be able to survive and get out of dangerous situations with luck on your side.\n"
        )
        time.sleep(4)
    else:
        print(
            "Furthermore, you have always been sure of your physical fitness and ability as well. Since youth, you "
            "have always been first in local athletic events, and have even represented your university in "
            "Volleyball and Baseball.\n\nYou are sure that even if you are placed in a pinch, your athletic ability "
            "and toughness will allow you to survive and adapt to most situations.\n"
        )
        time.sleep(4)
    print("Initial Health:\n")
    print("Your character has initial health of {}\n".format(
        new_game.character.getHealth()))
    time.sleep(2.5)
    while not new_game.end:
        new_game.showStory()
        time.sleep(6.5)
        new_game.interactiveStory()
        time.sleep(6.5)
        if new_game.character.health <= 0:
            print("Oh no, your health has reached 0. You have died!\n")
            break
        else:
            pass
        if new_game.script.story_type == 'chapter_end':
            new_game.showHealth()
            new_game.script = new_game.script.choice_a
        else:
            if new_game.script.choice_a is None and new_game.script.choice_b is None:
                print("Game has ended.\n")
                new_game.end = True
            else:
                new_game.choiceSelection()
                time.sleep(1)
                new_game.showHealth()
                time.sleep(1)
    end = input("Thanks for playing! Click Enter to exit the game.")
    if end is not None:
        return None
    return None
Esempio n. 16
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 def __init__(self, **kwargs):
     self.name = kwargs.get("name")
     self.character = Character(name=self.name)
     self.modules = {}
     self.commands = {}
Esempio n. 17
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#!/usr/local/bin/python3
from classes.character import Character
import random

characternames = ["Frasier", "Niles", "Roz"]
lines = 10

characters = []
for c in characternames:
    characters.append(
        Character(c, "transcripts/parsed_by_character/" + c + ".txt", 1))

prevC = c = 0
prevLine = line = None

for i in range(0, lines):
    # Choose a new respondent
    while c == prevC:
        c = random.randint(0, len(characternames) - 1)

    # Generate line
    while line == None:
        # First sentence
        if prevLine == None:
            line = characters[c].say()
        # Else, potentially say something new
        elif random.random() < 0.3:
            line = characters[c].say()
        # Else, respond to the previous line
        else:
            line = characters[c].respond(prevLine)
Esempio n. 18
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    def startFight(self):
        fight = True

        print("Loading configuration...")

        dataLoader = JsonLoader()

        config = Config("./config/", dataLoader)
        config.loadConfigs()

        stats = Statistics(self.message)

        actions = Actions(self.message)

        actionElements = ["Attack", "Cast spell",
                          "Use item", "Check characters' statistics"]

        players = []
        enemies = []
        spells = []
        items = []

        for spell in config.getSpells():
            spells.append(
                Spell(spell["name"], spell["cost"], spell["value"], spell["school"]))

        for item in config.getItems():
            items.append(Item(item["name"], item["itemType"],
                              item["description"], item["value"]))

        for player in config.getPlayers():
            players.append(Character(player["name"], player["hp"], player["mp"],
                                     player["atk"], player["df"], player["spells"], player["items"]))

        for enemy in config.getEnemies():
            enemies.append(Character(enemy["name"], enemy["hp"], enemy["mp"],
                                     enemy["atk"], enemy["df"], enemy["spells"], enemy["items"]))

        alivePlayers = players
        aliveEnemies = enemies
        deadPlayers = []
        deadEnemies = []

        # time.sleep(3)

        print("Loading done.")

        # time.sleep(2)

        print("Starting fight!")

        # time.sleep(3)

        while fight:

            self.message.playerTurn()

            for player in alivePlayers:
                stats.getStats(alivePlayers, aliveEnemies)
                print("Current character: " + player.name)
                takenAction = False
                while not takenAction:
                    self.menu.display("Actions", actionElements)
                    actionChoice = self.menu.getChoice(
                        actionElements, "Choose action")
                    attack = False
                    normalAttack = False
                    heal = False
                    elixer = False

                    if actionChoice == 3:
                        self.message.players()
                        stats.getAttrs(alivePlayers)
                        self.message.enemies()
                        stats.getAttrs(aliveEnemies)
                        continue

                    elif actionChoice == 0:
                        value = player.getAtk()
                        attack = True
                        normalAttack = True
                    elif actionChoice == 1:
                        playerSpells = player.getSpells()
                        if not playerSpells:
                            continue

                        spellsName = []
                        for i in playerSpells:
                            spellsName.append(spells[i].getName() + " (value: " + str(spells[i].getValue())
                                              + ", cost: " + str(spells[i].getCost()) + ")")
                        spellsName.append("Back")

                        self.menu.display("Spells", spellsName)
                        spellChoice = self.menu.getChoice(
                            spellsName, "Choose spell")

                        if spellChoice == len(spellsName) - 1:
                            continue

                        chosenSpell = spells[playerSpells[spellChoice]]
                        casted = actions.castSpell(player, chosenSpell, True)

                        if not casted:
                            continue
                        elif casted:
                            value = chosenSpell.getValue()

                        if chosenSpell.getSchool() == "attack":
                            attack = True
                        elif chosenSpell.getSchool() == "white":
                            heal = True
                    elif actionChoice == 2:
                        playerItems = player.getItems()
                        if not playerItems:
                            continue
                        itemsName = []
                        for i in playerItems:
                            id = i["id"]
                            quantity = str(i["quantity"])
                            itemsName.append(items[id].getName()
                                             + " - " + items[id].getDescription() + " (" + quantity + "x)")
                        itemsName.append("Back")

                        self.menu.display("Items", itemsName)
                        itemChoice = self.menu.getChoice(itemsName, "Choose item")

                        if itemChoice == len(itemsName) - 1:
                            continue

                        chosenItem = ItemManager(items[playerItems[itemChoice]["id"]],
                                                 playerItems[itemChoice]["quantity"])

                        used = actions.useItem(
                            player, chosenItem, itemChoice, True)

                        if not used:
                            continue
                        else:
                            value = chosenItem.getItem().getValue()

                        if chosenItem.getItem().getType() == "potion":
                            heal = True
                        elif chosenItem.getItem().getType() == "attack":
                            attack = True
                        elif chosenItem.getItem().getType() == "elixer":
                            elixer = True

                    if attack == True:
                        enemiesName = []
                        for enemy in aliveEnemies:
                            enemiesName.append(enemy.getName())
                        enemiesName.append("Back")

                        self.menu.display("Enemies", enemiesName)
                        enemyChoice = self.menu.getChoice(
                            enemiesName, "Choose enemy")

                        if enemyChoice == len(enemiesName) - 1:
                            continue

                        if normalAttack:
                            defense = round(
                                aliveEnemies[enemyChoice].getDf() / 50)
                            if defense == 0:
                                defense = 1

                            value = round(value / defense)

                        actions.attack(
                            player, aliveEnemies[enemyChoice], value)
                    elif heal == True:
                        actions.heal(player, value)
                    elif elixer == True:
                        actions.elixer(player)

                    takenAction = True

                deadEnemies = CheckAlive.getDead(
                    deadEnemies, aliveEnemies, self.message)
                aliveEnemies = CheckAlive.getAlive(aliveEnemies)

                if not aliveEnemies:
                    print("Won")
                    fight = False
                    break

            self.message.enemyTurn()
            for enemy in aliveEnemies:
                takenAction = False
                while not takenAction:
                    attack = False
                    normalAttack = False
                    heal = False
                    elixer = False
                    actionChoice = random.randint(0, 2)

                    if actionChoice == 0:
                        attack = True
                        normalAttack = True
                    elif actionChoice == 1:
                        enemiesSpells = enemy.getSpells()
                        if not enemiesSpells:
                            continue
                        spellChoice = random.randrange(0, len(enemiesSpells))

                        chosenSpell = spells[enemiesSpells[spellChoice]]

                        if chosenSpell.getSchool() == "white" and enemy.getHp() >= enemy.getMaxHp() * 0.9:
                            continue

                        casted = actions.castSpell(enemy, chosenSpell)

                        if not casted:
                            continue
                        elif casted:
                            value = chosenSpell.getValue()

                        if chosenSpell.getSchool() == "attack":
                            attack = True
                        elif chosenSpell.getSchool() == "white":
                            heal = True
                    elif actionChoice == 2:
                        enemyItems = enemy.getItems()
                        if not enemyItems:
                            continue

                        itemChoice = random.randrange(0, len(enemyItems))

                        chosenItem = ItemManager(items[enemyItems[itemChoice]["id"]],
                                                 enemyItems[itemChoice]["quantity"])

                        if enemy.getHp() >= enemy.getMaxHp() * 0.9:
                            enoughHp = False
                        else:
                            enoughHp = True

                        if enemy.getMp() >= enemy.getMaxMp() * 0.9:
                            enoughMp = False
                        else:
                            enoughMp = True

                        if chosenItem.getItem().getType() == "Potion" and not enoughHp:
                            continue
                        elif chosenItem.getItem().getType() == "Elixer" and (not enoughHp or not enoughMp):
                            continue

                        used = actions.useItem(enemy, chosenItem, itemChoice)

                        if not used:
                            continue
                        else:
                            value = chosenItem.getItem().getValue()

                        if chosenItem.getItem().getType() == "potion":
                            heal = True
                        elif chosenItem.getItem().getType() == "attack":
                            attack = True
                        elif chosenItem.getItem().getType() == "elixer":
                            elixer = True

                    time.sleep(1)
                    if attack == True:
                        target = random.randrange(0, len(alivePlayers))

                        if normalAttack:
                            defense = round(alivePlayers[target].getDf() / 50)
                            if defense == 0:
                                defense = 1

                            value = round(value / defense)

                        actions.attack(enemy, alivePlayers[target], value)
                    elif heal == True:
                        actions.heal(enemy, value)
                    elif elixer == True:
                        actions.elixer(enemy)

                    takenAction = True

                deadPlayers = CheckAlive.getDead(
                    deadPlayers, alivePlayers, self.message)
                alivePlayers = CheckAlive.getAlive(alivePlayers)

                if not alivePlayers:
                    print("Lose")
                    fight = False
                    break
Esempio n. 19
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def main():
    def display_taken_items():
        img_path = pygame.image.load("resources/floor-tiles-20x20.png")
        myfont = pygame.font.SysFont("monospace", 12)
        item_taken = myfont.render("Item taken :" + str(constants.ITEM), 1,
                                   (255, 255, 255))
        DISPLAYSURF.blit(img_path, (80, 280), (80, 180, 20, 20))
        DISPLAYSURF.blit(item_taken, (0, 290))

    def img_items():
        """Load 3 images, resize them and put them into a list."""
        needle = pygame.image.load("resources/aiguille.png").convert_alpha()
        needle = pygame.transform.scale(needle, (20, 20))
        ether = pygame.image.load("resources/ether.png").convert()
        ether = pygame.transform.scale(ether, (20, 20))
        plastic_tube = pygame.image.load("resources/tube.png").convert()
        plastic_tube = pygame.transform.scale(plastic_tube, (20, 20))
        imgs = [needle, ether, plastic_tube]

        def random_img():
            """Set an image to an item

            Take a random image in the list then delete it.
            Then loop in the list, for each loop, set images to items
            and then put them on the screen.

             """
            while imgs:
                elem = random.choice(imgs)
                imgs.remove(elem)
                return elem

        for position in map.items:
            x, y = position.position
            x, y = x * 20, y * 20
            DISPLAYSURF.blit(random_img(), (y, x))

    def img_char():
        """Display the character

        Load character image and add it to the screen, on character position.
        Take character older position, and change it to path image.

        """
        img_path = pygame.image.load("resources/floor-tiles-20x20.png")
        char = pygame.image.load("resources/MacGyver.png").convert_alpha()
        char = pygame.transform.scale(char, (20, 20))
        x, y = mac.older_position.position
        x, y = x * 20, y * 20
        DISPLAYSURF.blit(img_path, (y, x), (60, 240, 20, 20))
        x, y = mac.position.position
        x, y = x * 20, y * 20
        DISPLAYSURF.blit(char, (y, x))

    def not_moving_img():
        """Load and display differents tiles representing path, wall, and ennemy."""
        img_path = pygame.image.load("resources/floor-tiles-20x20.png")
        img_ennemy = pygame.image.load("resources/Gardien.png")
        img_ennemy = pygame.transform.scale(img_ennemy, (20, 20))
        for position in map.empty:
            x, y = position.position
            x, y = x * 20, y * 20
            DISPLAYSURF.blit(img_path, (y, x), (60, 240, 20, 20))

        for position in map.wall:
            x, y = position.position
            x, y = x * 20, y * 20
            DISPLAYSURF.blit(img_path, (y, x), (80, 180, 20, 20))

        for position in map.end:
            x, y = position.position
            x, y = x * 20, y * 20
            DISPLAYSURF.blit(img_ennemy, (y, x))

    def win_or_lose(char, map):
        """Win or lose display

        if the character position is equal to map end position, check if
        item constant is equat to 3, if it is, the player wins and the
        victory screen is display, by setting the game constant to 2.
        If it is not equal to 3, display losing screen by setting game
        constant to 1.

        """
        if char.position in map.end:
            if constants.ITEM == 3:
                constants.GAME += 2
            else:
                constants.GAME += 1

    def win_back():
        """Load win screen."""
        win_img = pygame.image.load("resources/win.png")
        DISPLAYSURF.blit(win_img, (0, 0))

    def lose_back():
        """Load lose screen."""
        lose_img = pygame.image.load("resources/lose.png")
        DISPLAYSURF.blit(lose_img, (0, 0))

    pygame.init()
    """Start Pygame."""
    DISPLAYSURF = pygame.display.set_mode((300, 300))
    """Set size of the screen."""
    pygame.display.set_caption("Labyrinth")
    """Name the Pygame window."""
    map = Labyrinth("maps/map1.txt")
    mac = Character(map)
    """Create character and labyrinth object from their respectives classes."""
    not_moving_img()
    img_char()
    img_items()
    display_taken_items()
    while constants.GAME == 0:
        """Start game loop."""
        win_or_lose(mac, map)
        for event in pygame.event.get():
            """If we click quit button, quit Pygame and exit system"""
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN:
                """Events to move character

                When an arrow key is pressed, call the character method move, that
                call the position method up, down ,right and left according to
                the pressed key.
                Then call the img_char() function to display character image.

                """
                if event.key == K_UP:
                    mac.move("up")
                    img_char()
                    display_taken_items()
                if event.key == K_DOWN:
                    mac.move("down")
                    img_char()
                    display_taken_items()
                if event.key == K_LEFT:
                    mac.move("left")
                    img_char()
                    display_taken_items()
                if event.key == K_RIGHT:
                    mac.move("right")
                    img_char()
                    display_taken_items()

        pygame.display.update()
        """Update what is display on the screen"""
    while constants.GAME == 1:
        lose_back()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN:
                pygame.quit()
                sys.exit()
        pygame.display.update()
    while constants.GAME == 2:
        win_back()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN:
                pygame.quit()
                sys.exit()
        pygame.display.update()
    """When the win or lose screen is displayed, quit the game for any key pressed """