def main(): pygame.init() screen = display.set_mode(DISPLAY, FLAGS, DEPTH) display.set_caption("Use arrows to move!") timer = time.Clock() up = down = left = right = space = False bg = Surface((BLOCK_SIZE, BLOCK_SIZE)) bg.convert() bg.fill(Color("#000000")) current_level = Level(LEVEL_W, LEVEL_H) player = Player(100, 100) entities = pygame.sprite.Group() entities.add(player) while True: timer.tick(FPS) for e in pygame.event.get(): if e.type == QUIT: raise SystemExit, "QUIT" if e.type == KEYDOWN and e.key == K_ESCAPE: raise SystemExit, "ESCAPE" if e.type == KEYDOWN and e.key == K_UP: up = True if e.type == KEYDOWN and e.key == K_DOWN: down = True if e.type == KEYDOWN and e.key == K_LEFT: left = True if e.type == KEYDOWN and e.key == K_RIGHT: right = True if e.type == KEYDOWN and e.key == K_SPACE: space = True if e.type == KEYUP and e.key == K_UP: up = False if e.type == KEYUP and e.key == K_DOWN: down = False if e.type == KEYUP and e.key == K_LEFT: left = False if e.type == KEYUP and e.key == K_RIGHT: right = False if e.type == KEYUP and e.key == K_SPACE: space = False if e.type == MOUSEBUTTONUP: pos = pygame.mouse.get_pos() print current_level._identify_img(pos[0]/BLOCK_SIZE, pos[1]/BLOCK_SIZE) # draw background for y in range(LEVEL_H): for x in range(LEVEL_W): screen.blit(bg, (x * BLOCK_SIZE, y * BLOCK_SIZE)) # update player, draw everything else player.update(up, down, left, right, space, current_level) player.draw(screen) #entities.draw(screen) current_level.draw(screen) pygame.display.flip()
def __init__(self): self.map = Map(START_LEVEL) # Enforce that a path does exist in the map while self.map.findPath() == None: self.map = Map(START_LEVEL) self.player = Player() self.inventory = Inventory() self.enemy_factory = EnemyFactory() self.user = User() self.invuln_turns = 0 self.swap_weapon_to = None self.current_enemy = None self.level = START_LEVEL self.danger = 5 self.hide_danger = 5 self.escape_chance = 3 self.items_dropped = 0 # a counter so we make sure they get shield, sword and bow chances first self.steps_left = MAX_STEPS self.escapes_remaining = NUM_ESCAPES self.encounter_sdorf = False self.dangers = [] self.escape_chances = [] self.hide_dangers = [] self.seerdata = SeerData() self.init_dangers()
def update_poses(self): if self.pose_input_frame is None: return datum = self.pose_estimator.grab_pose(self.pose_input_frame) self.pose_input_frame = None num_poses = len( datum.poseKeypoints) if datum.poseKeypoints.ndim > 0 else 0 self.logger.debug("Number of poses detected: %d", num_poses) if num_poses == 0: if len(self.players) > 0: self.reset_game() return new_players = set() for pose in datum.poseKeypoints: player = self.find_nearest_player(pose) if not player: player = Player(self.space) player.update_pose(pose, self.dt) new_players.add(player) old_players = self.players - new_players self.logger.debug("Removing " + str(len(old_players)) + " players") for old_player in old_players: old_player.destroy() self.logger.debug("Keeping/adding " + str(len(new_players))) self.players = new_players self.output_frame = convert_array_to_pygame_layout(datum.cvOutputData)
def players(): log("SCRIPT", "Booting core server functionality") a = Archive() handler.load_handlers() importer.process_xml() log("SCRIPT", "Finished loading core functionality") log("SCRIPT", "Retreiving player information from database") players = a.list() log("SCRIPT", "Loaded %d player%s from database" % (len(players), '' if len(players) == 1 else 's')) print i = 0 names = players.keys() names.sort() for p in names: i += 1 print '%d: %s' % (i, p) print n = raw_input('Load player index (blank to cancel): ') name = None try: n = int(n) if n < 1 or n > len(names): print 'Cancelled.' sys.exit(0) name = names[n - 1] except (ValueError, IndexError): sys.exit(1) player = Player() if not a.load(name, player): choice = raw_input('Player could not be loaded properly. Delete? (Y/N): ') if choice.upper() == 'Y': a.delete(name) sys.exit(0) print print player.name print player.gender, player.race for stat, value in player.stats.items(): print ' %s: %d' % (stat, value) print action = raw_input('Action ([p]assword, [d]elete), [c]ancel): ') if action == '': sys.exit(0) elif 'password'.startswith(action.lower()): player.password = encrypt_password(raw_input('New password: '******'Password written.' elif 'delete'.startswith(action.lower()): confirm = raw_input('Really delete? (Y/N): ') if confirm.upper() == 'Y': a.delete(name) print 'Deletion complete.' else: print 'Deletion cancelled.' else: print 'Cancelled.'
def setup(self): self.player_list = arcade.SpriteList() self.player_bullet_list = arcade.SpriteList() self.enemy_list = Enemies.setup(ENEMY_COUNT) self.enemy_bullet_list = arcade.SpriteList() self.player = Player() self.player_list.append(self.player)
def two_players(): drop_all() Card(_id='1', name='Bolt', cost=Resources(a=1), effect_id='one_damage').save() Card(_id='2', name='Mana', cost=Resources(), effect_id='add_a').save() Card(_id='3', name='Counter', cost=Resources(), effect_id='counter').save() Deck(_id=1, card_ids=['1', '2'] * 10).save() Deck(_id=2, card_ids=['3'] * 20).save() Player(_id=1).save() Player(_id=2).save()
def __init__(self, **kwargs): """ All arguments are keyword-arguments. All have default values (in parenthesis), even if not specified. :param azerty: True if keyboard entry is azerty, False for qwerty (True). :param grid_width: Grid width in tiles (30). :param grid_height: Grid height in tiles (20). :param screen_mode: Screen size (960, 640). :param map_file: .map file describing the map ('level.map'). :param map_pos: coordinates of the top left corner of the map, relative to the top left corner of the screen (128, 64). :param play_sound: True to start playing sound, False to start with sound muted (False). :param base_delay: Minimal delay to wait between each asynchronous call of the same function. Useless to give < 1e-4. This should not be changed since it affects a lot the way the game behave and its performances (1e-3). """ self.azerty = kwargs.get('azerty', True) if self.azerty: self.key_direction_mapping[pygame.locals.K_z] = 0 self.key_direction_mapping[pygame.locals.K_q] = 2 else: self.key_direction_mapping[pygame.locals.K_w] = 0 self.key_direction_mapping[pygame.locals.K_a] = 2 self.grid_width = kwargs.get('grid_width', 30) self.grid_height = kwargs.get('grid_height', 20) self.screen = pygame.display.set_mode(kwargs.get('screen_mode', (960, 640))) self.grid = Grid(kwargs.get('map_file', "level.map"), self.screen, (self.grid_width, self.grid_height), kwargs.get('map_pos', (32*4, 32*2))) self.player = Player(self.screen, self.grid, 'male') # Create coins for p in [(8, 10), (9, 11), (10, 10), (8, 12), (10, 12)]: coin = Coin(tuple(numpy.multiply(self.grid.tilesize, 0.75)), 10) coin.load_sprites('res/coin.png', 1, 1) coin.set_pos(self.grid, p) self.grid.add_entity(coin) # Array storing arrow key inputs self.raw_direction = [0, 0, 0, 0] # init button and its hitbox variable, assigned in toggle_sound self.sound_button = self.sound_button_box = None self.running = False self.sound_played = not kwargs.get('play_sound', False) # Useless to go < 1e-4, this controls game tick speed # (roughly, not the same as fps) # Think of it as "how fast will the game compute things" self.base_delay = kwargs.get('base_delay', 1e-3)
def __init__(self, connection): asynchat.async_chat.__init__(self, connection) # Holds all pending text (awaiting a newline from client). self.buffer = '' self.set_terminator('\n') # Retains the player class tied to this socket. self.parent = Player(self)
def register_player(number, name, role, teamname, secret_code): ''' Stores player in datastore ''' ''' Process name''' name_p = re.sub(r'[^a-zA-z]', '', name) ''' Process role''' role_p = role.strip().lower() try: role_p in ROLES except: raise RegistrationError("invalid role") # Exception handled by caller ''' Process teamname''' try: team_key = ndb.Key('Team', teamname) team = team_key.get() if role_p == "sniper": if team.sniper: team.sniper = number else: raise RegistrationError("role on your team is already taken.") elif role_p == "medic": if team.medic: team.medic = number else: raise RegistrationError("role on your team is already taken.") else: if team.demo: team.demo = number else: raise RegistrationError("role on your team is already taken.") except: raise RegistrationError("invalid teamname") ''' Generate secrete code ''' if len(secret_code) > 4: raise RegistrationError("secret code too long") else: try: secret_code_p = int(secret_code) secret_code_query = Player.query() used_numbers = secret_code_query.fetch(projection=["secret_code"]) for number in used_numbers: if secret_code_p == number: raise RegistrationError("secret code already taken. \ Please try another one.") except: raise RegistrationError("secret code must be an integer") '''Make and save player object in datastore''' player = Player(state="alive", role=role_p, secret_code=secret_code_p) player.key = ndb.Key('Player', number, paret=ndb.Key('Team', teamname)) player.put() return name_p, role_p, secret_code, teamname
def level_init(self): self.player = Player(20, random.randint(20, game_width - 20), random.randint(20, game_height - 20)) self.player.game = self.game self.enemies = [ Sphere(random.randint(2, 40), random.randint(40, game_width - 40), random.randint(40, game_height - 40)) for x in range(200) ] # spawn random enemies for enemy in self.enemies: enemy.speed(random.randint(-1, 1), random.randint( -1, 1)) # set random speed to reduce impasse
def __init__(self): States.__init__(self) self.next = 'gameover' self.player = Player(self) self.platforms = pg.sprite.Group() self.all_sprites = pg.sprite.Group() self.all_sprites.add(self.player) self.PLATFORM_LIST = [Platform(0, HEIGHT - 40, 150, 10), Platform(950, 850, 150, 10), Platform(950, 650, 150, 10), Platform(950, 450, 150, 10), Platform(950, 250, 150, 10), Platform(950, 50, 150, 10)] self.create_plat() self.score = 0 self.load_data()
def cleanup(self): print('cleaning up Game Level One state stuff') States.__init__(self) self.next = 'gameover' self.player = Player(self) self.platforms = pg.sprite.Group() self.all_sprites = pg.sprite.Group() self.all_sprites.add(self.player) self.PLATFORM_LIST = [Platform(0, HEIGHT - 40, 150, 10), Platform(950, 850, 150, 10), Platform(950, 650, 150, 10), Platform(950, 450, 150, 10), Platform(950, 250, 150, 10), Platform(950, 50, 150, 10)] self.create_plat() self.score = 0 self.load_data()
def level_init(self): self.player = Player(30, random.randint(30, game_width - 30), random.randint(30, game_height - 30)) self.player.game = self.game self.enemies = [ Sphere(random.randint(2, 20), random.randint(20, game_width - 20), random.randint(20, game_height - 20)) for x in range(100) ] self.repulsor = Repulsor(30, random.randint(30, game_width - 30), random.randint(30, game_height - 30)) for enemy in self.enemies + [self.repulsor]: enemy.speed(random.randint(-1, 1) / 1, random.randint(-1, 1) / 1)
def read_player(self, name, create_if_not_found=True): cursor = self._exec_sql( 'SELECT name,rating FROM players WHERE name LIKE ?', (name, )) row = cursor.fetchone() if row is not None: dump('Player %s exists with rating %s' % (name, row[1])) return Player(row[0], rating=row[1]) if not create_if_not_found: return None dump('Player %s does not exist, creating one' % name) return Player(name)
def __init__(self): self.middle_rects = self.create_middle_rects(5, 15) # Initialize entities self.player = Player(20, 20, 100, PLAYER_COLOR) self.enemy = Enemy(SCREEN_WIDTH - 20 - 20, 20, 100, ENEMY_COLOR) self.ball = Ball(12, 600) # Initialize fonts self.score_font = pygame.font.Font("8bit.ttf", SCORE_SIZE) self.player_score_label = self.score_font.render( str(self.player.score), True, SCORE_COLOR) self.enemy_score_label = self.score_font.render( str(self.enemy.score), True, SCORE_COLOR)
class ClientSocket(asynchat.async_chat): def __init__(self, connection): asynchat.async_chat.__init__(self, connection) # Holds all pending text (awaiting a newline from client). self.buffer = '' self.set_terminator('\n') # Retains the player class tied to this socket. self.parent = Player(self) def collect_incoming_data(self, data): for char in data: if char == '\b' and len(self.buffer) > 0: self.buffer = self.buffer[:-1] elif char == '\b' or char == '\r': pass elif char in string.printable: self.buffer += char if self.parent.state == STATE_PASSWORD: self.parent.send('\b \b') def found_terminator(self): data = self.buffer self.buffer = '' command.accept_command(self.parent, data) def handle_close(self): # Shunt output to parent (avoids recursion in simultaneous logouts) self.parent.send = lambda s: None if self.parent.location: libsigma.report(libsigma.ROOM, "$actor has left the game.", self.parent) self.parent.location.characters.remove(self.parent) w = World() if self.parent in w.players: a = Archive() a.save(self.parent) w.players.remove(self.parent) log("NETWORK", "Client at %s closed connection" % self.addr[0]) self.parent.socket = None self.close() def handle_accept(self): pass
def __init__(self, width=1000, height=600): pygame.init() # set the window dimensions self.window_width = width self.window_height = height # create the screen self.screen = pygame.display.set_mode((self.window_width, self.window_height)) pygame.display.set_caption("Dun-Gen") # noinspection PyArgumentList self.background = pygame.Surface((self.window_width, self.window_height)) # generate the map self.map = TheMap(LAND_WIDTH, LAND_HEIGHT) # probability of enemy appearing self.enemy_prob = 0 # creates the clock self.clock = pygame.time.Clock() self.time = pygame.time.get_ticks() # init player self.player = Player() self.player.rect.left = self.map.player_start_loc[0] self.player.rect.top = self.map.player_start_loc[1] self.player_sprites = pygame.sprite.RenderPlain(self.player) # create the camera self.camera = Camera(complex_camera, self.map.width << 5, self.map.height << 5, self.window_width, self.window_height) # debugging self.debug_mode = False self.god_mode = False # used for demo self.seen_first_key = False self.seen_first_stairs = False
def on_connect(connection): player = Player(connection) instance.players.append(player) connection.player = player logging.info('{} connected', connection.address[0])
def load_jsons_to_memory(box_score_directory, end_date): players = [] player_ids = [] games = [] for fn in os.listdir(box_score_directory): datestring = fn.split('-')[0] year = int(datestring[0:4]) month = int(datestring[4:6]) day = int(datestring[6:8]) if datetime.date(year, month, day) <= end_date: with open(os.path.join(box_score_directory, fn)) as f: t = json.load(f) names = [ t['resultSets'][i]['name'] for i in range(len(t['resultSets'])) ] for player_data in t['resultSets'][names.index( 'PlayerStats')]['rowSet']: # can optimize here by keeping sorted list of player_ids but too lazy try: ind = player_ids.index(player_data[4]) players[ind].add_game_from_boxscore( player_data, 'normal') # player not in player_ids except ValueError: player_ids.append(player_data[4]) temp_player = Player() temp_player.add_game_from_boxscore( player_data, 'normal') players.append(temp_player) # add advanced stats. would roll it in with code above but not sure if order is guaranteed # to be the same for advanced stats as it is for normal stats for player_data in t['resultSets'][names.index( 'sqlPlayersAdvanced')]['rowSet']: # can optimize here by keeping sorted list of player_ids but too lazy try: ind = player_ids.index(player_data[4]) players[ind].add_game_from_boxscore( player_data, 'advanced') # player not in player_ids except ValueError: player_ids.append(player_data[4]) temp_player = Player() temp_player.add_game_from_boxscore( player_data, 'advanced') players.append(temp_player) game_summary = t['resultSets'][names.index( 'GameSummary')]['rowSet'][0] temp_game = Game() temp_game.add_data_from_boxscore( t['resultSets'][names.index('LineScore')]['rowSet'], game_summary[6], game_summary[7], 'normal') temp_game.add_data_from_boxscore( t['resultSets'][names.index('sqlTeamsAdvanced')]['rowSet'], game_summary[6], game_summary[7], 'advanced') games.append(temp_game) return players, games
def __init__(self): # init gui self.frame = Frame() self.frame.pack() self.canvas = Canvas(self.frame, width=WINDOW_WIDTH, height=WINDOW_HEIGHT, bg="black") self.canvas.pack() self.is_game_over = False self.should_quit = False self.hud = HUD(0, 0, 0) # init entities self.creatures = [] self.player = Player( Location(randint(1, TILES_X - 2), randint(1, TILES_Y - 2))) self.players_turn = True self.hud.update(self.player) # initialize the first level self.levels = [] self.levels_discovered = 0 self.init_level(TILES_X, TILES_Y, SQUARE_SIZE, upstairs=False, fountains=FOUNTAINS_PER_LEVEL) self.make_adjacent_tiles_visible(self.player.location) # bind keys self.canvas.bind('w', self.move_player_north) self.canvas.bind('s', self.move_player_south) self.canvas.bind('a', self.move_player_west) self.canvas.bind('d', self.move_player_east) self.canvas.bind('e', self.interact) self.canvas.bind('x', self.attack) self.canvas.bind('z', self.sleep) self.canvas.bind('k', self.kill_player) self.canvas.bind('<Escape>', self.quit) self.canvas.focus_set()
def gamesetup(self): # Setting up the Event Handler. self.events = EventHandler() self.events.calls["keydown"] = self.key_down self.events.calls["keyup"] = self.key_up self.events.calls["mouseover"] = self.mouse_over self.events.eventsetup() # Setting up the Menu controller. self.menus = Menus(size=self.size) self.menus.menusetup() # Setting up the NPCs. self.npcs = NPCController() self.npcs.controllersetup() # Setting up the Player. self.player = Player() self.player.playersetup(Window.size) self.player.place(Window.center[0], Window.center[1]) # Setting up the Dialogue controller. self.dialogue = Dialogue() self.dialogue.dialoguesetup() # Setting up the world. self.world = World() self.world.worldcenter = self.center self.world.setupworld((768 * 3, 608 * 3)) # Adding everything to the Widget stack self.add_widget(self.events) self.world.add_npcs(self.npcs.npcgroup) self.world.add_widget(self.player) self.add_widget(self.world) self.add_widget(self.menus) self.add_widget(self.dialogue) # Centering Screen on the player self.center_screen(0.2)
def load_character(): files = os.listdir('./PlayerSaves') print("\nSaved Characters:") for counter, file in enumerate(files): print(f' {counter+1}: {file}') character_number = option_selector(len(files)) with open(f'PlayerSaves/{files[character_number-1]}') as f: PlayerData = json.load(f) player = Player(PlayerData["max_hp"], PlayerData["current_hp"], PlayerData["coins"], PlayerData["xp"], PlayerData["attack_damage"], PlayerData["defense_ablilty"]) del files, character_number, PlayerData return ["menu_request:main_menu", player]
def create_player(): form = PlayerForm() if request.method == "POST": if not form.validate(): return render_template("create_player.html", form=form) else: id = form.id.data balance = form.balance.data passwrd = form.passwrd.data player = Player(player_id=id, balance=balance, passwrd=passwrd) database.createPlayer(player) return redirect(url_for("players")) return render_template("create_player.html", form=form)
def __init__(self, screen, global_config, GS=None): self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) self.global_config = global_config self.GS = GameState() self.GS.player = Player() self.GS.Camera = Camera(self.GS.player) self.GS.entities.add(self.GS.player) self.GS.GameMap = None self.first_start = True self.soundtrack = pygame.mixer.Sound( os.path.join(ASSETS_DIRECTORY, SOUNDS_DIRECTORY, "soundtrack.wav"))
def __init__(self, screen, global_config, GS=None): self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), flags=pygame.RESIZABLE) self.global_config = global_config self.GS = GameState() self.GS.player = Player() self.GS.Camera = Camera(self.GS.player) self.GS.entities.add(self.GS.player) self.goal = (14*16, 18*16) self.SPAWN_ENEMY = pygame.USEREVENT + 1 pygame.time.set_timer(self.SPAWN_ENEMY, 750) self.GS.GameMap = GameMap("treasure.json") self.first_start = True self.soundtrack = pygame.mixer.Sound(os.path.join(ASSETS_DIRECTORY, SOUNDS_DIRECTORY, "soundtrack.wav"))
def __init__(self): print "______________________" print "Class Main" base.disableMouse() base.camLens.setNear(0.0001) # Setup application self.keys() self.txt = self.info((-1.32, 0.96), title) # Initialize classes self.grid = None self.free_look_camera = None self.avatars = None self.camera_type = "free_look" self.trees = [] # Initialize World self.root = NodePath("rootMain") self.root.reparentTo(base.render) # Initialize Picker self.picker = picker.Picker(self) # Initialize Terrain self.terrain = terrain.Terrain(self, 65, 2.0, 20.0, 'advanced', False) # Initialize Player self.player = Player(Filename("avatars/ralph/ralph.egg.pz")) self.player.reparentTo(base.render) self.player.setScale(0.05) # Initialize Cameras self.free_look_camera = FreeLookCamera() self.first_person_camera = FirstPersonCamera() # Initialize Lights self.lights = lighting.Lighting(self) # Activate Free Look self.free_look_camera.activate() return
def load(self, file): """ Carrega o arquivo json com as configurações e níveis """ with open(file) as f: data = json.load(f) sounds = Sound(data["sounds"]) sprites = { k:(AnimatedSpritesheet(*v) if isinstance(v[2], dict) else Spritesheet(*v)) for k, v in data["sprites"].items() } levels = iter(Level(level, sprites) for level in data["levels"]) self.state = State(levels) surface = int(self.resolution[0] / 1.5), int(self.resolution[1] / 1.5) camera = Camera(surface, sprites) interface = Interface(surface, data["music"]["victory"]) player = Player(sounds) return player, camera, interface
def gamesetup(self): # Setting up the Event Handler. self.events = EventHandler() self.events.calls["keydown"] = self.key_down self.events.calls["keyup"] = self.key_up self.events.calls["mouseover"] = self.mouse_over self.events.eventsetup() # Setting up the Menu controller. self.menus = Menus(size=self.size) self.menus.menusetup() # Setting up the NPCs. self.npcs = NPCController() self.npcs.controllersetup() # Setting up the Player. self.player = Player() self.player.playersetup(Window.size) self.player.place(Window.center[0], Window.center[1]) # Setting up the Dialogue controller. self.dialogue = Dialogue() self.dialogue.dialoguesetup() # Setting up the world. self.world = World() self.world.worldcenter = self.center self.world.setupworld((768*3, 608*3)) # Adding everything to the Widget stack self.add_widget(self.events) self.world.add_npcs(self.npcs.npcgroup) self.world.add_widget(self.player) self.add_widget(self.world) self.add_widget(self.menus) self.add_widget(self.dialogue) # Centering Screen on the player self.center_screen(0.2)
def get_by_identifier(identifier): """ Get player data by id (identifier). :param identifier: int :return: Player """ data = sm.get(PlayersRepository._get_players_endpoint(identifier), PlayersRepository.INCLUDE, paginated=False) player = Player(identifier) try: player.first_name = data['firstname'] player.last_name = data['lastname'] player.full_name = data['fullname'] player.nationality = data['nationality'] player.team_name = data['team']['data']['name'] player.position = data['position']['data']['name'] except KeyError: logging.exception("Player data doesn't contain expected fields") return player
def __init__(self, name, value, goals, yellow, red, status, team, clean_sheets, games, score): Player.__init__(self, name, value, goals, assists, yellow, red, status, team, games, score)
MAP_WIDTH = 0 MAP_HEIGHT = 0 VIEW_SIZE = 16 STATES = ['MOVEMENT', 'OPENING', 'SHOOTING'] STATE_MOVEMENT = 0 STATE_OPENING = 1 STATE_SHOOTING = 2 STATE_TARGETTING = 3 state = STATE_MOVEMENT testmap = data pygame.init() p = Player(3,3,'John') m = Map(testmap) cursor = None MAP_WIDTH = m.w MAP_HEIGHT = m.h stage = Stage(m, TILE_WIDTH, TILE_HEIGHT) stage.add_child(p) fontsheet = Fontsheet(os.path.join("tiles", "consolas_unicode_16x16.png"), TILE_WIDTH, TILE_HEIGHT) if __name__ == '__main__': screen = pygame.display.set_mode((400,400)) screen.fill(pygame.Color(255, 255, 255, 0)) area = get_area_around_entity(p, VIEW_SIZE, VIEW_SIZE, MAP_WIDTH, MAP_HEIGHT) stage.render(area, screen, fontsheet)
class DunGen: """ This is the main class that initializes everything. """ def __init__(self, width=1000, height=600): pygame.init() # set the window dimensions self.window_width = width self.window_height = height # create the screen self.screen = pygame.display.set_mode((self.window_width, self.window_height)) pygame.display.set_caption("Dun-Gen") # noinspection PyArgumentList self.background = pygame.Surface((self.window_width, self.window_height)) # generate the map self.map = TheMap(LAND_WIDTH, LAND_HEIGHT) # probability of enemy appearing self.enemy_prob = 0 # creates the clock self.clock = pygame.time.Clock() self.time = pygame.time.get_ticks() # init player self.player = Player() self.player.rect.left = self.map.player_start_loc[0] self.player.rect.top = self.map.player_start_loc[1] self.player_sprites = pygame.sprite.RenderPlain(self.player) # create the camera self.camera = Camera(complex_camera, self.map.width << 5, self.map.height << 5, self.window_width, self.window_height) # debugging self.debug_mode = False self.god_mode = False # used for demo self.seen_first_key = False self.seen_first_stairs = False def main_loop(self): """ This initializes everything and starts the main-loop. """ # allows key-strokes to repeat if they're held down pygame.key.set_repeat(10, 30) # clear the background: black self.background = self.background.convert() self.background.fill((0, 0, 0)) while 1: self.clock.tick(60) # displays 60 max-fps self.controller() self.view() def controller(self): """ Handles all of the events-functionality: keys-pressed, etc. """ now = pygame.time.get_ticks() for e in pygame.event.get(): if e.type == KEYDOWN: if (e.key == K_RIGHT) or (e.key == K_LEFT) or (e.key == K_UP) or (e.key == K_DOWN): self.player.move(self.map.landscape, self.map.map_objects["other"], e.key) elif e.key == K_SPACE: # determine if keys are around; remove the key if found if pygame.sprite.spritecollide(self.player, self.map.map_objects["keys"], True): self.seen_first_key = True # determine if all keys have been collected and player's at a stairwell if len(self.map.map_objects["keys"]) == 0 and pygame.sprite.spritecollide(self.player, self.map.map_objects[ "stairs"], False): self.seen_first_stairs = True self.load_new_map() elif e.key == K_d and now - self.time > 250: # enter debug-mode self.debug_mode = not self.debug_mode if self.god_mode: self.god_mode = not self.god_mode self.time = now elif self.debug_mode and e.key == K_g and now - self.time > 250: # enter god-mode self.god_mode = not self.god_mode self.time = now elif e.key == K_ESCAPE: quit() # debug mode doesn't allow the map to grow # probability of enemies appearing still increases if self.debug_mode: if e.key == K_s: self.map.width -= 2 self.map.height -= 2 self.load_new_map() elif e.type == QUIT: quit() # move the enemies towards the player, if player is near enough for enemy_sprite in self.map.enemies_lst: if pygame.sprite.collide_circle(enemy_sprite, self.player): # player-radius: 6, enemy-radius: 4 enemy_sprite.move_towards_player(self.map.landscape, self.player.rect, self.map.map_objects["other"]) def view(self): """ Handles all of the display functionality. """ # draw scene and objects self.draw_walls_floors_to_screen() self.draw_objects_to_screen() # draw enemies, if near player or in god-mode for sprite in self.map.enemies_lst: if pygame.sprite.collide_circle(sprite, self.player) or self.god_mode: self.screen.blit(sprite.image, self.camera.apply(sprite)) # draw player for sprite in self.player_sprites: self.screen.blit(sprite.image, self.camera.apply(sprite)) # finally, draw text self.keys_remaining_msg() self.draw_demo_msg() self.draw_debug_msg() # present changes to window pygame.display.flip() def load_new_map(self): """ Loads a new map. Displays a loading message for 6 seconds and generates a new map. """ self.clock.tick() # initialize a counter self.screen.blit(self.background, (0, 0)) self.display_text_to_screen(LOADING_MSG_FONT_SIZE, "Loading...") self.display_text_to_screen(RANDOM_LOADING_MSG_FONT_SIZE, random.choice(RANDOM_LOADING_MSGS), pos_y=(self.background.get_height() >> 1) + 35, rgb_color=(255, 25, 25)) pygame.display.update() # display loading page # generate a new game self.map = TheMap(self.map.width + 2, self.map.height + 2) self.player.rect.left, self.player.rect.top = self.map.player_start_loc # 15 is the boundary; afterwards, the probability of enemy appearing where key is, is 100% if self.enemy_prob < 15: self.enemy_prob += 1 self.map.probability_enemy_appears = self.enemy_prob # readjust the camera self.camera = Camera(complex_camera, self.map.width << 5, self.map.height << 5, self.window_width, self.window_height) t1 = self.clock.tick() time_to_wait = 6000 - t1 # provide 6 seconds (or more) to read loading msg pygame.time.wait(time_to_wait) def display_text_to_screen(self, font_size, msg, pos_x=None, pos_y=None, rgb_color=(255, 255, 255)): """ displays some text to the screen :param font_size: (int) font size :param msg: (str) message to display :param pos_x: (int) x-coordinate to display at :param pos_y: (int) y-coordinate to display at :param rgb_color: (tuple) (r,g,b) """ if pygame.font: if not pos_x: pos_x = self.window_width >> 1 if not pos_y: pos_y = self.window_height >> 1 font = pygame.font.Font(None, font_size) text = font.render(msg, 1, rgb_color) text_pos = text.get_rect(centerx=pos_x, centery=pos_y) self.screen.blit(text, text_pos) def draw_walls_floors_to_screen(self): """ Draws the walls and the floor if it is some X distance from the player. Uses PyGame's circle collision to detect what wall/floor to light up. """ self.camera.update(self.player) # clear the background self.screen.blit(self.background, (0, 0)) # shifts all objects and creates camera motion-effect (also, performance booster) cam_x1 = -1 * self.camera.state.x >> 5 cam_y1 = -1 * self.camera.state.y >> 5 cam_x2 = (-1 * self.camera.state.x + self.window_width + 32) >> 5 cam_y2 = (-1 * self.camera.state.y + self.window_height + 32) >> 5 for x in range(cam_x1, cam_x2): for y in range(cam_y1, cam_y2): sprite = self.map.landscape[y][x] if pygame.sprite.collide_circle(sprite, self.player) or self.god_mode: near_viewable = True and not sprite.block_sight else: near_viewable = False if near_viewable or sprite.visited: # light sprites nearby and shadow visited sprites if not sprite.block_sight: sprite.visited = True if near_viewable: self.screen.blit(sprite.image, self.camera.apply(sprite)) else: self.screen.blit(sprite.drk_image, self.camera.apply(sprite)) def draw_objects_to_screen(self): """ Draws all map-objects: keys, stairs, and other (objects). """ for object_groups in self.map.map_objects: # unpacks the lists for sprite in self.map.map_objects[object_groups]: # unpacks the sprites if pygame.sprite.collide_circle(sprite, self.player) or self.god_mode: near_viewable = True and not sprite.block_sight else: near_viewable = False if near_viewable or sprite.visited: # light sprites nearby and shadows visited but not nearby sprites if not sprite.block_sight: sprite.visited = True if near_viewable: self.screen.blit(sprite.image, self.camera.apply(sprite)) else: self.screen.blit(sprite.drk_image, self.camera.apply(sprite)) def keys_remaining_msg(self): """ Displays a message, indicating how many keys remain to be collected """ remaining_keys = len(self.map.map_objects["keys"]) pos_y = self.background.get_height() - 30 if remaining_keys > 0: if remaining_keys == 1: msg = "Collect the last key" else: msg = "Collect %s Keys" % remaining_keys self.display_text_to_screen(36, msg, pos_y=pos_y) else: self.display_text_to_screen(36, "Climb the stairs!", rgb_color=(255, 0, 0), pos_y=pos_y) def draw_debug_msg(self): """ Displays debug information at the top right of the screen """ text_pos_x = self.window_width - 100 # x-coord to place msg text_pos_y = 30 # y-coord to place msg text_offset_y = 14 # offset y-coord for next lines if self.debug_mode: self.display_text_to_screen(16, "Debug mode(d): on", pos_x=text_pos_x, pos_y=text_pos_y) if self.god_mode: self.display_text_to_screen(16, "God mode(g): on", pos_x=text_pos_x, pos_y=text_pos_y + text_offset_y) else: self.display_text_to_screen(16, "God mode(g): off", pos_x=text_pos_x, pos_y=text_pos_y + text_offset_y) self.display_text_to_screen(16, "Skip level key: s", pos_x=text_pos_x, pos_y=text_pos_y + (text_offset_y << 1)) else: self.display_text_to_screen(16, "Debug mode(d): off", pos_x=text_pos_x, pos_y=text_pos_y) # display msg if enemy is trying to attack enemy_lst = pygame.sprite.spritecollide(self.player, self.map.enemies_lst, False) if enemy_lst: self.display_text_to_screen(16, "This is when he realizes he hasn't been programmed any weapons", pos_y=(self.window_height >> 1) + 40) def draw_demo_msg(self): """ Displays a message the first time the player is on a key or stairway. """ # key if not self.seen_first_key: color = (255, 255, 0) # yellow key_lst = pygame.sprite.spritecollide(self.player, self.map.map_objects["keys"], False) if key_lst: self.display_text_to_screen(32, "Press the SPACE BAR to collect the key", rgb_color=color) # stair if not self.seen_first_stairs: color = (255, 255, 0) # yellow stair_lst = pygame.sprite.spritecollide(self.player, self.map.map_objects["stairs"], False) if stair_lst: if len(self.map.map_objects["keys"]) == 0: self.display_text_to_screen(32, "Press the SPACE BAR to climb the stairs", rgb_color=color) else: self.display_text_to_screen(32, "Collect all of the keys and then come back", rgb_color=color)
def __init__(self): super().__init__() self.entity_manager = EntityManager() self.entity_manager.add(Player(100, 100)) self.add_bawx(-100, -100, 500, 500)
import menus from entities import Player from functions import clear_screen, save_character, load_character import json with open('config.json', 'r') as f: config = json.load(f) clear_screen() if config["DevMode"] == True: player = Player(max_hp=999, current_hp=999, coins=9999, xp=9999, attack_damage=200, defense_ablilty=2000) else: player = Player() del config menus.title() # Start main loop while True: instruction = menus.main_menu() while instruction != "main_menu": if instruction.startswith("menu_request:"): instruction = instruction[len("menu_request:"):len(instruction)] if instruction == "fight": instruction = menus.fight() elif instruction.startswith("battle"): instruction = instruction[len("battle "):len(instruction)]
def main(): """ Main Program """ pygame.init() # # Set the height and width of the screen size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT] # # Set display screen screen = pygame.display.set_mode(size) pygame.display.set_caption("Game") # # Create world world = World() sprite_group = pygame.sprite.Group() sprite_group_2 = pygame.sprite.Group() # # Create the player player = Player() enemy = Enemy() # # Create Walls wall = Wall(500, 400, 100, 100) wall2 = Wall(100, 100, 50, 50) # # Group sprite_group.add(wall) sprite_group.add(wall2) sprite_group_2.add(enemy) player.walls = sprite_group player.enemies = sprite_group_2 # Loop until the user clicks the close button. done = False # # Get keys pressed_right = None pressed_left = None pressed_up = None pressed_down = None # Used to manage how fast the screen updates clock = pygame.time.Clock() # -------- Main Program Loop ----------- while not done: for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close done = True # Flag that we are done so we exit this loop elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: done = True elif event.key == pygame.K_RIGHT: pressed_right = True elif event.key == pygame.K_LEFT: pressed_left = True elif event.key == pygame.K_UP: pressed_up = True elif event.key == pygame.K_DOWN: pressed_down = True elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: pressed_right = False elif event.key == pygame.K_LEFT: pressed_left = False elif event.key == pygame.K_UP: pressed_up = False elif event.key == pygame.K_DOWN: pressed_down = False player.update(pressed_right, pressed_left, pressed_up, pressed_down) # # Go ahead and update the screen with what we've drawn. world.world_shift(player.rect.x, player.rect.y) screen.fill(constants.WHITE) screen.blit(world.image, world.rect) sprite_group.draw(screen) screen.blit(player.image, player.rect) pygame.draw.rect(screen, constants.GREEN, (10, 10, 60, 10)) enemy.move_enemy(player.rect.x, player.rect.y) # screen.blit(enemy.image, enemy.rect) sprite_group_2.draw(screen) pygame.display.flip() # Limit to 60 frames per second clock.tick(60) # Be IDLE friendly. If you forget this line, the program will 'hang' # on exit. pygame.quit()
import pygame from random import randint from entities import Player, Enemy, Bullet # game setup game = { "title": "Shoot!", "background": (40, 40, 40), "width": 700, "height": 450 } player = Player(game["width"] // 2, game["height"]) bullets = [] squadron = [] def rand_x(n, r, dx): if dx == 1: return randint(r, game["width"] - r * n) else: return randint(r * 2, game["width"] - r) def rand_y(): return randint(0, game["height"] // 3) def rand_dx(): rand = randint(0, 1) if rand == 0:
class Game(object): def __init__(self): self.map = Map(START_LEVEL) # Enforce that a path does exist in the map while self.map.findPath() == None: self.map = Map(START_LEVEL) self.player = Player() self.inventory = Inventory() self.enemy_factory = EnemyFactory() self.user = User() self.invuln_turns = 0 self.swap_weapon_to = None self.current_enemy = None self.level = START_LEVEL self.danger = 5 self.hide_danger = 5 self.escape_chance = 3 self.items_dropped = 0 # a counter so we make sure they get shield, sword and bow chances first self.steps_left = MAX_STEPS self.escapes_remaining = NUM_ESCAPES self.encounter_sdorf = False self.dangers = [] self.escape_chances = [] self.hide_dangers = [] self.seerdata = SeerData() self.init_dangers() def init_dangers(self): self.dangers.append(self._update(self.danger, 0, 10, 2)) self.escape_chances.append(self._update(self.escape_chance, 1, 4, 3)) self.hide_dangers.append(self._update(self.hide_danger, 0, 10, 2)) for i in range(8): self.dangers.append(self._update(self.dangers[-1], 0, 10, 2)) self.escape_chances.append(self._update(self.escape_chances[-1], 1, 4, 3)) self.hide_dangers.append(self._update(self.hide_dangers[-1], 0, 10, 2)) def levelUp(self): self.level += 1 self.enemy_factory.setLevel(self.level) def takeStep(self): self.steps_left -= 1 if self.steps_left <= 0: raise Defeat("You have failed to defeat the Fortress of Dorf.") def getDataForAI(self, moveType): itemStart = 1 if self.inventory.get_main_hand(): itemStart += 1 if self.inventory.get_offhand(): itemStart += 1 if moveType == "ITEM": itemStart = 3 items = self.inventory.get_pack() items_dict = {} # Map item numbers to weapons in the pack for i in range(len(items)): items_dict[str(itemStart + i)] = items[i] return { "situation": moveType, "enemy": None if not self.current_enemy else self.current_enemy.description(), "player": { "health": self.player.health, "next_attack": self.inventory.next_attack, "swap_weapon_to_hand": self.swap_weapon_to, }, "inventory": { "main_hand": self.inventory.get_main_hand().description() if self.inventory.get_main_hand() else None, "off_hand": self.inventory.get_offhand().description() if self.inventory.get_offhand() else None, "backpack_weapons": items_dict, "backpack_has_space": self.inventory.has_inventory_space(), "potions": self.inventory.miscitems["Potions"], "repels": self.inventory.miscitems["Repel"], "fireballs": self.inventory.miscitems["Fireballs"], "candles": self.escapes_remaining, }, "level": self.level, "map_danger": self.danger, "hide_danger": self.hide_danger, "escape_chance": self.escape_chance, "steps_left": self.steps_left, "invuln_steps": self.invuln_turns, "future": self.seerdata.get_info(moveType, self.enemy_factory, [self.danger] + self.dangers, [self.hide_danger] + self.hide_dangers, [self.escape_chance] + self.escape_chances), } def _inventoryData(self): # returns a list of 14 strings used to populate the bottom-right corner # of the war screen data = [] for i in range(15): data.append("") data[0] = "Type: {0}".format(self.current_enemy.name) #data[1] = "Element: {0}".format(self.current_enemy.element) data[1] = "Weapon: {0}".format(self.current_enemy.item.name) data[2] = "Weapon Strength: {}".format(self.current_enemy.item.strength) data[3] = "Next Attack: {0}".format( STRENGTHNAMES[ self.current_enemy.next_attack]) data[4] = "- " * 25 + "-" data[5] = "EQUIPMENT" data[6] = ( "Main Hand: {0}".format( self.inventory.get_main_hand().name \ if self.inventory.get_main_hand() else "Nothing" ) ) data[7] = ( "Off-Hand: {0}".format( self.inventory.get_offhand().name \ if self.inventory.get_offhand() else "Nothing" ) ) data[8] = ( "Player Next Attack: {0}".format( STRENGTHNAMES[self.inventory.next_attack] ) ) data[9] = "- " * 25 + "-" data[10] = "INVENTORY" data[11] = ( "Potions: {0}".format( self.inventory.miscitems['Potions'])) data[12] = ( "Repel: {0}".format( self.inventory.miscitems['Repel'])) data[13] = ( "Fireballs: {0}".format( self.inventory.miscitems['Fireballs'])) data[14] = ( "Candles: {0:<10} Escape Chance: {1:>16}".format( self.escapes_remaining, PROBS[self.escape_chance])) return data def printItems(self): # TODO: list enemy weapon in case we want it? # populate list main_hand = self.inventory.get_main_hand() offhand = self.inventory.get_offhand() main_hand_image = getattr(asciiart, main_hand.image).split('\n') if main_hand else None offhand_image = getattr(asciiart, offhand.image).split('\n') if offhand else None miscItems = self._inventoryData() # fill the next 14 lines main_hand_stats = ["Name: " + str(main_hand.name), "Strength: " + str(main_hand.strength), 'Durability: ' + str(main_hand.durability)] if main_hand else None offhand_stats = ["Name: " + str(offhand.name), "Strength: " + str(offhand.strength), 'Durability: ' + str(offhand.durability)] if offhand else None # Gather inventory, including main hand and offhand items = [] item_images = [] if main_hand: items.append(main_hand_stats) item_images.append(getattr(asciiart, main_hand.image).split('\n')[1:]) if offhand: items.append(offhand_stats) item_images.append(getattr(asciiart, offhand.image).split('\n')[1:]) # Get weapon data and images for item in self.inventory.get_pack(): items.append(["Name: " + item['name'], "Strength: " + str(item['strength']), 'Durability: ' + str(item['durability'])]) item_images.append(getattr(asciiart, item['type']).split('\n')[1:]) # Remove the first new line of the items lines = [] offhandText = 'Off-Hand' if offhand else '2.' numSpaces = 26 if offhand else 32 lines.append("| {0:34s}".format('Main Hand' if main_hand else (offhandText if offhand else '1.')) + "| {0:34s}".format(offhandText if main_hand else '2.') + '| {0:34s}'.format('3.') + "| " + "{0:52s}".format(miscItems[0]) + "|") lines.append("| " + " " * 22 + '{0:12s}'.format(item_images[0][0] if 0 < len(item_images) else "") + "| " + " " * 22 + '{0:12s}'.format(item_images[1][0] if 1 < len(item_images) else "") + '| ' + ' ' * 22 + '{0:12s}'.format(item_images[2][0] if 2 < len(item_images) else "") + "| " + "{0:52s}".format(miscItems[1]) + "|") # print len(item_images), item_images for i in range(5): lines.append("| " + "{0:22s}".format(items[0][i % 3] if 0 < len(items) and items[0] and i < 3 else "") + '{0:12s}'.format(item_images[0][(i + 1) % 6] if 0 < len(item_images) and item_images[0] else "") + "| " + "{0:22s}".format(items[1][i % 3] if 1 < len(items) and items[1] and i < 3 else "") + '{0:12s}'.format(item_images[1][(i + 1) % 6] if 1 < len(item_images) and item_images[1] else "") + '| ' + "{0:22s}".format(items[2][i % 3] if 2 < len(items) and items[2] and i < 3 else "") + '{0:12s}'.format(item_images[2][(i + 1) % 6] if 2 < len(item_images) and item_images[2] else "") + '| ' + '{0:52s}'.format(miscItems[i+2]) + '|') # Index 4 and 5 lines.append('|' + '-' * 35 + '|' + '-' * 35 + '|' + "-" * 35 + '| ' + '{0:52s}'.format(miscItems[7]) + '|') lines.append('| {0:34s}'.format('4.') + '| {0:34s}'.format('5.') + '| {0:34s}'.format('6.') + '| {0:52s}'.format(miscItems[8]) + '|') lines.append("| " + " " * 22 + '{0:12s}'.format(item_images[3][0] if 3 < len(item_images) else "") + "| " + " " * 22 + '{0:12s}'.format(item_images[4][0] if 4 < len(item_images) else "") + '| ' + ' ' * 22 + '{0:12s}'.format(item_images[5][0] if 5 < len(item_images) else "") + "| " + "{0:52s}".format(miscItems[9]) + "|") for i in range(7, 12): lines.append("| " + "{0:22s}".format(items[3][(i-1) % 3] if 3 < len(items) and items[3] and i-1 < 9 else "") + '{0:12s}'.format(item_images[3][i % 6] if 3 < len(item_images) and item_images[3] else "") + "| " + "{0:22s}".format(items[4][(i-1) % 3] if 4 < len(items) and items[4] and i-1 < 9 else "") + '{0:12s}'.format(item_images[4][i % 6] if 4 < len(item_images) and item_images[4] else "") + '| ' + "{0:22s}".format(items[5][(i-1) % 3] if 5 < len(items) and items[5] and i-1 < 9 else "") + '{0:12s}'.format(item_images[5][i % 6] if 5 < len(item_images) and item_images[5] else "") + '| ' + '{0:52s}'.format(miscItems[i+3]) + '|') lines.append("- " * 82) for line in lines: print line def printScreen(self): for i in range(3): print # update to remove old messages while len(self.messages) > 8: self.messages.pop(0) message = "\n".join(self.messages) print # print the message box printMessageBox(message) # print battlefield printBattlefield( CHARACTER3, getattr( asciiart, self.current_enemy.image), 162, 15) # print info bar print SCREEN.format(hp=str(self.player.health) + "/" + str(PLAYER_MAX_HEALTH), ehp=str(self.current_enemy.health)) # print equipment and items self.printItems() def _getUserMove(self): self.messages.append("What will you do?") self.printScreen() print "What will you do? ('o' for help)", decision = self.user.__move__(self.getDataForAI("COMBAT")) while decision[0] not in ['x', 'c', 'i', 'e', '1', 'f', '2']: # TODO review logic here for bugs if decision == 'q': print raise Quit() if decision == 'p': printSeerData(self.seerdata.get_info("COMBAT", self.enemy_factory, [self.danger] + self.dangers, [self.hide_danger] + self.hide_dangers, [self.escape_chance] + self.escape_chances)) while getch() != 'p': print "Press 'p' to return to the game!" elif decision == 'o': printHelpScreen(self.getDataForAI("COMBAT")) while getch() != 'o': print "Press 'o' to return to the game!" else: self.messages.append("That's not a valid command - what will you do?") self.printScreen() decision = self.user.__move__(self.getDataForAI("COMBAT")) return decision def playerTurn(self): # set environment variables self.printScreen() will_escape = self.seerdata.get_escape() decisions = [x for x in self._getUserMove()] playerDamage = 0 playerAction = "" # SWAPPING if decisions[0] == '1' or decisions[0] == '2': items = self.inventory.get_pack() if len(items) == 0: self.messages.append("You have no items to swap between!") return False handChoice = 'Main Hand' if decisions[0] == '1' else 'Off-Hand' self.swap_weapon_to = handChoice # Print the weapons available to swap to validSwap = False while not validSwap: self.messages.append('Which weapon do you want to place in your {}?'.format(handChoice)) itemIndexOffset = 1 if self.inventory.get_main_hand(): itemIndexOffset += 1 if self.inventory.get_offhand(): itemIndexOffset += 1 for i in range(len(items)): item = items[i] keyPress = 'Press {} to swap to '.format(i + itemIndexOffset) weaponMssg = '{0} (Type: {1}, Strength: {2}, Durability: {3})'.format(item['name'], item['type'], item['strength'], item['durability']) self.messages.append(keyPress + weaponMssg) self.printScreen() try: itemChoice = self.user.__move__(self.getDataForAI('SWAP')) itemChoice = int(itemChoice[0]) - itemIndexOffset self.messages = [] if not self.inventory.is_valid_item_index(itemChoice): self.messages.append('Invalid command!') return False elif (handChoice == 'Main Hand' and self.inventory.swap_main_hand(itemChoice)) or \ (handChoice == 'Off-Hand' and self.inventory.swap_offhand(itemChoice)): self.messages.append('Successfully swapped weapon to {}!'.format(handChoice)) validSwap = True else: self.messages.append('You cannot place a {} in your {}!'.format(items[itemChoice]['name'], handChoice)) return False except ValueError: self.messages.append("Invalid input!") if not USE_AI: time.sleep(2) # ATTACKING elif decisions[0] == 'f': self.playerStance = "OFFENSIVE" result = self.inventory.use_misc("Fireballs") if result: playerDamage = ITEM_STRENGTHS["Fireballs"] self.messages.append("You blast the {0} for {1} damage!".format(self.current_enemy.name, playerDamage)) self.current_enemy.damage(playerDamage) else: self.messages.append("You wave your hands around, but nothing happens.") return True elif decisions[0] == 'x': self.playerStance = "OFFENSIVE" # are we attacking with a ranged weapon? ranged_items = self.inventory.get_equipped_ranged() if ranged_items: # deal the damage playerAction = "shoot" # for non-ranged weapons else: # deal the damage playerAction = "hit" if self.rangedEncounter and not self.inventory.get_equipped_ranged(): # Melee weapon is equipped during ranged encounter, therefore cannot do damage return True playerDamage = self.inventory.get_damage() if (self.rangedEncounter): playerDamage *= RANGE_COMBAT_FACTOR # deal the damage and update totalDamage = max(1, # Force player to do minimum 1 damage int(playerDamage * (float(self.inventory.next_attack) / 3))) self.current_enemy.damage(totalDamage) self.messages.append( "You {0} the {1} for {2} damage!".format( playerAction, self.current_enemy.name, totalDamage)) return True # ESCAPE elif decisions[0] == 'e': if not self.escapes_remaining: self.messages.append("You don't have any more Babylon Candles!") else: self.escapes_remaining -= 1 if will_escape: self.messages.append("You failed to escape!") else: self.messages.append("You escaped using a Babylon Candle!") self.printScreen() if not USE_AI: time.sleep(1.2) raise Escape() # ITEMS elif decisions[0] == 'i': item_type = "Potions" result = self.inventory.use_misc(item_type) # TODO: Not yet fully implemented for things other than Potions if result: self.playerStance = "NEUTRAL" self.player.health = min( result + self.player.health, PLAYER_MAX_HEALTH) self.messages.append( "You drank a potion and recovered {0} health!".format(result)) self.printScreen() return True else: self.messages.append("You don't have any Potions!") return False # SHIELDING elif decisions[0] == 'c': # is there a shield equipped? shields = self.inventory.get_equipped_defense() if shields: self.playerStance = "DEFENSIVE" self.messages.append("You raised your shield!") return True else: self.messages.append( "You try to raise your shield, only to discover you're not holding one. The {0} looks confused.".format( self.current_enemy.name)) return True # BAD COMMAND else: assert(False and "Invalid command specified") def enemyTurn(self): # enemy will of course hit back damage = int((float(self.current_enemy.item.strength) * ENEMY_DAMAGE_CONSTANT) * self.current_enemy.next_attack) # player is shielding shield_level = 0 if self.playerStance == "DEFENSIVE": # find the shields the player has #shield_level = self.inventory.get_equipped_defense().strength shield_level = self.inventory.get_defense() self.inventory.check_durability() if self.playerStance == "DEFENSIVE" and self.seerdata.current_block: self.messages.append("You successfully blocked the enemy attack!") else: self.player.damage(damage) damageType = "hit" if not isinstance( self.current_enemy.item, RangedWeapon) else "shoot" self.messages.append( "The {0} {2}s you for {1} damage!".format( self.current_enemy.name, damage, damageType)) return True # escape results def _isMssgTooLong(self, currentMessage, messageToAppend): return len(currentMessage + messageToAppend) > 159 def runEvent(self): from ai import USE_AI self.seerdata.generate_encounter(self.inventory.get_defense(), self.escape_chance, self.items_dropped, is_dorf=("DORF" in self.current_enemy.image)) # Combat loop isPlayerTurn = True self.messages = [] if self.player.hiding: self.messages.append("A {0} found your hiding place!".format(self.current_enemy.name)) else: self.messages.append("A {0} appeared!".format(self.current_enemy.name)) self.playerStance = "NEUTRAL" # Assume player will not make a mistake until he does success = True # Is player or enemy using a bow? self.rangedEncounter = False self.current_enemy.next_attack = self.seerdata.get_enemy_attack() self.inventory.next_attack = self.seerdata.get_player_attack() if self.inventory.get_equipped_ranged() or isinstance( self.current_enemy.item, RangedWeapon): self.rangedEncounter = True while not self.current_enemy.isDead() and not self.player.isDead(): self.printScreen() try: if self.rangedEncounter: if self.inventory.get_equipped_ranged(): while not self.playerTurn(): # Loop on invalid moves self.swap_weapon_to = None # Clear swap hand state self.printScreen() self.seerdata.current_block = self.seerdata.get_block() self.swap_weapon_to = None # Clear swap hand state if self.inventory.get_equipped_ranged(): self.inventory.next_attack = self.seerdata.get_player_attack() elif self.playerStance == 'OFFENSIVE': self.messages.append("You swing your weapon wildly, but the {0} isn't close enough. The {0} looks confused...".format(self.current_enemy.name)) self.inventory.check_durability() else: self.messages.append( 'You run closer to the {0}...'.format(self.current_enemy.name) ) if not self.current_enemy.isDead() and isinstance(self.current_enemy.item, RangedWeapon): self.enemyTurn() self.current_enemy.next_attack = self.seerdata.get_enemy_attack() # Player's move elif isPlayerTurn: while not self.playerTurn(): # Loop on invalid moves self.swap_weapon_to = None # Clear swap hand state self.printScreen() self.seerdata.current_block = self.seerdata.get_block() self.swap_weapon_to = None # Clear swap hand state self.inventory.next_attack = self.seerdata.get_player_attack() self.inventory.check_durability() # enemy's move else: self.enemyTurn() self.current_enemy.next_attack = self.seerdata.get_enemy_attack() # update #self.printScreen() # Bow is only useful on the first turn if self.rangedEncounter: self.rangedEncounter = False if not self.current_enemy.isDead() and not self.player.isDead() and not isinstance( self.current_enemy.item, RangedWeapon): self.messages.append( "The {0} runs closer to you...".format( self.current_enemy.name)) else: # Change whose turn it is isPlayerTurn = False if isPlayerTurn else True except Escape as e: self.messages.append("You successfully ran away!") self.printScreen() return # someone died if self.current_enemy.isDead(): self.current_enemy.image = "DEAD_" + self.current_enemy.image self.messages.append( "You defeated the {0}!".format( self.current_enemy.name)) self.printScreen() if self.seerdata.get_drop_chance(): self.items_dropped += 1 self.messages.append( "The {0} dropped a {1}...".format( self.current_enemy.name, self.current_enemy.item.name)) self.current_enemy.image = "BLANK_ENEMY" items = self.inventory.get_pack() pickupMssg = '[1: Place in MH] [2: Place in OH]' validOptions = ['1', '2',] self.messages.append("Would you like to take this with you?") toAppend = '' for i in range(len(items)): # Add 3 because MH and OH are 1 and 2, so indexing starts at 3 validOptions.append(str(i + 3)) toAppend = ' [{0}: Replace {1}]'.format(str(i + 3), items[i]['name']) if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # If Space still in inventory, display "Add to inventory" if self.inventory.has_inventory_space(): validOptions.append('8') toAppend = ' [8: Add to inventory]' if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # Always allowed to ignore items validOptions.append('9') toAppend = ' [9: Ignore]' if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # self.messages.append("[1: Pick up with MH] [2: Pick up with OH] [3: Don't pick up]") self.messages.append(pickupMssg) self.printScreen() y_or_n = self.user.__move__(self.getDataForAI("ITEM")) while y_or_n not in validOptions: self.messages.append("Please enter " + '/'.join(validOptions)) self.printScreen() y_or_n = self.user.__move__(self.getDataForAI("ITEM")) if y_or_n == '1': # pick up item self.inventory.equip_main_hand(self.current_enemy.item) self.printScreen() if not USE_AI: time.sleep(2) elif y_or_n == '2': self.inventory.equip_offhand(self.current_enemy.item) self.printScreen() if not USE_AI: time.sleep(2) elif y_or_n == '8': self.inventory.add_to_pack(self.current_enemy.item) elif y_or_n != '9': # Items in inventory are keys 3-7 self.inventory.replace_item(int(y_or_n) - 3, self.current_enemy.item) elif self.player.isDead(): self.printScreen() if not USE_AI: time.sleep(2) raise Defeat("You have been defeated.") def checkEvent(self): pass random.seed() event_value = random.uniform(0, 1) encounter_chance = 0.03 + BASE_ENEMY_ENCOUNTER_CHANCE * self.danger if self.player.hiding: h_event_value = random.uniform(0, 1) h_encounter_chance = 0.03 + BASE_HIDE_ENCOUNTER_CHANCE * self.hide_danger if h_event_value <= h_encounter_chance: encounter_chance = 1 else: encounter_chance = -1 if STORY_MODE and self.map.stevendorf and not self.map.boss_fight: self.map.boss_fight = True self.current_enemy = self.enemy_factory.generateEnemy(self.level, boss=self.map.stevendorf or self.encounter_sdorf, dorfweap=14) self.runEvent() elif event_value <= encounter_chance and not self.invuln_turns: # spawn an enemy TODO generator self.current_enemy = self.enemy_factory.get_next_enemy() self.runEvent() self.current_enemy = None if self.invuln_turns: self.invuln_turns -= 1 self.player.hiding = False def _update(self, var, start, end, flex): temp_danger = var danger_change = random.randint(0,flex) up_or_down = random.uniform(0,1) if up_or_down <= DANGER_MODIFIER: temp_danger += danger_change else: temp_danger -= danger_change if temp_danger > end: temp_danger = end elif temp_danger < start: temp_danger = start return temp_danger def update_danger(self): self.dangers.append(self._update(self.dangers[-1], 0, 10, 2)) self.danger = self.dangers.pop(0) self.escape_chances.append(self._update(self.escape_chances[-1], 1, 4, 3)) self.escape_chance = self.escape_chances.pop(0) self.hide_dangers.append(self._update(self.hide_dangers[-1], 0, 10, 2)) self.hide_danger = self.hide_dangers.pop(0) def move(self, direction): if direction == 'HIDE': self.player.hiding = True self.checkEvent() return 1 # is there something on this square? if self.map.canMove(direction): if self.map.mapMove(direction): return 2 self.checkEvent() return 1 return 0
class Game(object): def __init__(self): self.map = Map(START_LEVEL) # Enforce that a path does exist in the map while self.map.findPath() == None: self.map = Map(START_LEVEL) self.player = Player() self.inventory = Inventory() self.enemy_factory = EnemyFactory() self.user = User() self.invuln_turns = 0 self.swap_weapon_to = None self.current_enemy = None self.level = START_LEVEL self.danger = 5 self.hide_danger = 5 self.escape_chance = 3 self.items_dropped = 0 # a counter so we make sure they get shield, sword and bow chances first self.steps_left = MAX_STEPS self.escapes_remaining = NUM_ESCAPES self.encounter_sdorf = False self.dangers = [] self.escape_chances = [] self.hide_dangers = [] self.seerdata = SeerData() self.init_dangers() def init_dangers(self): self.dangers.append(self._update(self.danger, 0, 10, 2)) self.escape_chances.append(self._update(self.escape_chance, 1, 4, 3)) self.hide_dangers.append(self._update(self.hide_danger, 0, 10, 2)) for i in range(8): self.dangers.append(self._update(self.dangers[-1], 0, 10, 2)) self.escape_chances.append( self._update(self.escape_chances[-1], 1, 4, 3)) self.hide_dangers.append( self._update(self.hide_dangers[-1], 0, 10, 2)) def levelUp(self): self.level += 1 self.enemy_factory.setLevel(self.level) def takeStep(self): self.steps_left -= 1 if self.steps_left <= 0: raise Defeat("You have failed to defeat the Fortress of Dorf.") def getDataForAI(self, moveType): itemStart = 1 if self.inventory.get_main_hand(): itemStart += 1 if self.inventory.get_offhand(): itemStart += 1 if moveType == "ITEM": itemStart = 3 items = self.inventory.get_pack() items_dict = {} # Map item numbers to weapons in the pack for i in range(len(items)): items_dict[str(itemStart + i)] = items[i] return { "situation": moveType, "enemy": None if not self.current_enemy else self.current_enemy.description(), "player": { "health": self.player.health, "next_attack": self.inventory.next_attack, "swap_weapon_to_hand": self.swap_weapon_to, }, "inventory": { "main_hand": self.inventory.get_main_hand().description() if self.inventory.get_main_hand() else None, "off_hand": self.inventory.get_offhand().description() if self.inventory.get_offhand() else None, "backpack_weapons": items_dict, "backpack_has_space": self.inventory.has_inventory_space(), "potions": self.inventory.miscitems["Potions"], "repels": self.inventory.miscitems["Repel"], "fireballs": self.inventory.miscitems["Fireballs"], "candles": self.escapes_remaining, }, "level": self.level, "map_danger": self.danger, "hide_danger": self.hide_danger, "escape_chance": self.escape_chance, "steps_left": self.steps_left, "invuln_steps": self.invuln_turns, "future": self.seerdata.get_info(moveType, self.enemy_factory, [self.danger] + self.dangers, [self.hide_danger] + self.hide_dangers, [self.escape_chance] + self.escape_chances), } def _inventoryData(self): # returns a list of 14 strings used to populate the bottom-right corner # of the war screen data = [] for i in range(15): data.append("") data[0] = "Type: {0}".format(self.current_enemy.name) #data[1] = "Element: {0}".format(self.current_enemy.element) data[1] = "Weapon: {0}".format(self.current_enemy.item.name) data[2] = "Weapon Strength: {}".format( self.current_enemy.item.strength) data[3] = "Next Attack: {0}".format( STRENGTHNAMES[self.current_enemy.next_attack]) data[4] = "- " * 25 + "-" data[5] = "EQUIPMENT" data[6] = ( "Main Hand: {0}".format( self.inventory.get_main_hand().name \ if self.inventory.get_main_hand() else "Nothing" ) ) data[7] = ( "Off-Hand: {0}".format( self.inventory.get_offhand().name \ if self.inventory.get_offhand() else "Nothing" ) ) data[8] = ("Player Next Attack: {0}".format( STRENGTHNAMES[self.inventory.next_attack])) data[9] = "- " * 25 + "-" data[10] = "INVENTORY" data[11] = ("Potions: {0}".format(self.inventory.miscitems['Potions'])) data[12] = ("Repel: {0}".format(self.inventory.miscitems['Repel'])) data[13] = ("Fireballs: {0}".format( self.inventory.miscitems['Fireballs'])) data[14] = ("Candles: {0:<10} Escape Chance: {1:>16}".format( self.escapes_remaining, PROBS[self.escape_chance])) return data def printItems(self): # TODO: list enemy weapon in case we want it? # populate list main_hand = self.inventory.get_main_hand() offhand = self.inventory.get_offhand() main_hand_image = getattr( asciiart, main_hand.image).split('\n') if main_hand else None offhand_image = getattr(asciiart, offhand.image).split('\n') if offhand else None miscItems = self._inventoryData() # fill the next 14 lines main_hand_stats = [ "Name: " + str(main_hand.name), "Strength: " + str(main_hand.strength), 'Durability: ' + str(main_hand.durability) ] if main_hand else None offhand_stats = [ "Name: " + str(offhand.name), "Strength: " + str(offhand.strength), 'Durability: ' + str(offhand.durability) ] if offhand else None # Gather inventory, including main hand and offhand items = [] item_images = [] if main_hand: items.append(main_hand_stats) item_images.append( getattr(asciiart, main_hand.image).split('\n')[1:]) if offhand: items.append(offhand_stats) item_images.append( getattr(asciiart, offhand.image).split('\n')[1:]) # Get weapon data and images for item in self.inventory.get_pack(): items.append([ "Name: " + item['name'], "Strength: " + str(item['strength']), 'Durability: ' + str(item['durability']) ]) item_images.append( getattr(asciiart, item['type']).split('\n') [1:]) # Remove the first new line of the items lines = [] offhandText = 'Off-Hand' if offhand else '2.' numSpaces = 26 if offhand else 32 lines.append("| {0:34s}".format('Main Hand' if main_hand else (offhandText if offhand else '1.')) + "| {0:34s}".format(offhandText if main_hand else '2.') + '| {0:34s}'.format('3.') + "| " + "{0:52s}".format(miscItems[0]) + "|") lines.append("| " + " " * 22 + '{0:12s}'.format( item_images[0][0] if 0 < len(item_images) else "") + "| " + " " * 22 + '{0:12s}'.format( item_images[1][0] if 1 < len(item_images) else "") + '| ' + ' ' * 22 + '{0:12s}'.format( item_images[2][0] if 2 < len(item_images) else "") + "| " + "{0:52s}".format(miscItems[1]) + "|") # print len(item_images), item_images for i in range(5): lines.append( "| " + "{0:22s}".format(items[0][i % 3] if 0 < len(items) and items[0] and i < 3 else "") + '{0:12s}'.format(item_images[0][ (i + 1) % 6] if 0 < len(item_images) and item_images[0] else "") + "| " + "{0:22s}".format(items[1][i % 3] if 1 < len(items) and items[1] and i < 3 else "") + '{0:12s}'.format(item_images[1][ (i + 1) % 6] if 1 < len(item_images) and item_images[1] else "") + '| ' + "{0:22s}".format(items[2][i % 3] if 2 < len(items) and items[2] and i < 3 else "") + '{0:12s}'.format(item_images[2][ (i + 1) % 6] if 2 < len(item_images) and item_images[2] else "") + '| ' + '{0:52s}'.format(miscItems[i + 2]) + '|') # Index 4 and 5 lines.append('|' + '-' * 35 + '|' + '-' * 35 + '|' + "-" * 35 + '| ' + '{0:52s}'.format(miscItems[7]) + '|') lines.append('| {0:34s}'.format('4.') + '| {0:34s}'.format('5.') + '| {0:34s}'.format('6.') + '| {0:52s}'.format(miscItems[8]) + '|') lines.append("| " + " " * 22 + '{0:12s}'.format( item_images[3][0] if 3 < len(item_images) else "") + "| " + " " * 22 + '{0:12s}'.format( item_images[4][0] if 4 < len(item_images) else "") + '| ' + ' ' * 22 + '{0:12s}'.format( item_images[5][0] if 5 < len(item_images) else "") + "| " + "{0:52s}".format(miscItems[9]) + "|") for i in range(7, 12): lines.append( "| " + "{0:22s}".format(items[3][ (i - 1) % 3] if 3 < len(items) and items[3] and i - 1 < 9 else "") + '{0:12s}'.format(item_images[3][i % 6] if 3 < len(item_images) and item_images[3] else "") + "| " + "{0:22s}".format(items[4][ (i - 1) % 3] if 4 < len(items) and items[4] and i - 1 < 9 else "") + '{0:12s}'.format(item_images[4][i % 6] if 4 < len(item_images) and item_images[4] else "") + '| ' + "{0:22s}".format(items[5][ (i - 1) % 3] if 5 < len(items) and items[5] and i - 1 < 9 else "") + '{0:12s}'.format(item_images[5][i % 6] if 5 < len(item_images) and item_images[5] else "") + '| ' + '{0:52s}'.format(miscItems[i + 3]) + '|') lines.append("- " * 82) for line in lines: print line def printScreen(self): for i in range(3): print # update to remove old messages while len(self.messages) > 8: self.messages.pop(0) message = "\n".join(self.messages) print # print the message box printMessageBox(message) # print battlefield printBattlefield(CHARACTER3, getattr(asciiart, self.current_enemy.image), 162, 15) # print info bar print SCREEN.format(hp=str(self.player.health) + "/" + str(PLAYER_MAX_HEALTH), ehp=str(self.current_enemy.health)) # print equipment and items self.printItems() def _getUserMove(self): self.messages.append("What will you do?") self.printScreen() print "What will you do? ('o' for help)", decision = self.user.__move__(self.getDataForAI("COMBAT")) while decision[0] not in ['x', 'c', 'i', 'e', '1', 'f', '2']: # TODO review logic here for bugs if decision == 'q': print raise Quit() if decision == 'p': printSeerData( self.seerdata.get_info( "COMBAT", self.enemy_factory, [self.danger] + self.dangers, [self.hide_danger] + self.hide_dangers, [self.escape_chance] + self.escape_chances)) while getch() != 'p': print "Press 'p' to return to the game!" elif decision == 'o': printHelpScreen(self.getDataForAI("COMBAT")) while getch() != 'o': print "Press 'o' to return to the game!" else: self.messages.append( "That's not a valid command - what will you do?") self.printScreen() decision = self.user.__move__(self.getDataForAI("COMBAT")) return decision def playerTurn(self): # set environment variables self.printScreen() self.seerdata.current_block = self.seerdata.get_block() will_escape = self.seerdata.get_escape() decisions = [x for x in self._getUserMove()] playerDamage = 0 playerAction = "" # SWAPPING if decisions[0] == '1' or decisions[0] == '2': items = self.inventory.get_pack() if len(items) == 0: self.messages.append("You have no items to swap between!") return False handChoice = 'Main Hand' if decisions[0] == '1' else 'Off-Hand' self.swap_weapon_to = handChoice # Print the weapons available to swap to validSwap = False while not validSwap: self.messages.append( 'Which weapon do you want to place in your {}?'.format( handChoice)) itemIndexOffset = 1 if self.inventory.get_main_hand(): itemIndexOffset += 1 if self.inventory.get_offhand(): itemIndexOffset += 1 for i in range(len(items)): item = items[i] keyPress = 'Press {} to swap to '.format(i + itemIndexOffset) weaponMssg = '{0} (Type: {1}, Strength: {2}, Durability: {3})'.format( item['name'], item['type'], item['strength'], item['durability']) self.messages.append(keyPress + weaponMssg) self.printScreen() try: itemChoice = self.user.__move__(self.getDataForAI('SWAP')) itemChoice = int(itemChoice[0]) - itemIndexOffset self.messages = [] if not self.inventory.is_valid_item_index(itemChoice): self.messages.append('Invalid command!') return False elif (handChoice == 'Main Hand' and self.inventory.swap_main_hand(itemChoice)) or \ (handChoice == 'Off-Hand' and self.inventory.swap_offhand(itemChoice)): self.messages.append( 'Successfully swapped weapon to {}!'.format( handChoice)) validSwap = True else: self.messages.append( 'You cannot place a {} in your {}!'.format( items[itemChoice]['name'], handChoice)) return False except ValueError: self.messages.append("Invalid input!") if not USE_AI: time.sleep(2) # ATTACKING elif decisions[0] == 'f': self.playerStance = "OFFENSIVE" result = self.inventory.use_misc("Fireballs") if result: playerDamage = ITEM_STRENGTHS["Fireballs"] self.messages.append( "You blast the {0} for {1} damage!".format( self.current_enemy.name, playerDamage)) self.current_enemy.damage(playerDamage) else: self.messages.append( "You wave your hands around, but nothing happens.") return True elif decisions[0] == 'x': self.playerStance = "OFFENSIVE" # are we attacking with a ranged weapon? ranged_items = self.inventory.get_equipped_ranged() if ranged_items: # deal the damage playerAction = "shoot" # for non-ranged weapons else: # deal the damage playerAction = "hit" if self.rangedEncounter and not self.inventory.get_equipped_ranged( ): # Melee weapon is equipped during ranged encounter, therefore cannot do damage return True playerDamage = self.inventory.get_damage() if (self.rangedEncounter): playerDamage *= RANGE_COMBAT_FACTOR # deal the damage and update totalDamage = max( 1, # Force player to do minimum 1 damage int(playerDamage * (float(self.inventory.next_attack) / 3))) self.current_enemy.damage(totalDamage) self.messages.append("You {0} the {1} for {2} damage!".format( playerAction, self.current_enemy.name, totalDamage)) return True # ESCAPE elif decisions[0] == 'e': if not self.escapes_remaining: self.messages.append( "You don't have any more Babylon Candles!") else: self.escapes_remaining -= 1 if not will_escape: self.messages.append("You failed to escape!") else: self.messages.append("You escaped using a Babylon Candle!") self.printScreen() if not USE_AI: time.sleep(1.2) raise Escape() # ITEMS elif decisions[0] == 'i': item_type = "Potions" result = self.inventory.use_misc(item_type) # TODO: Not yet fully implemented for things other than Potions if result: self.playerStance = "NEUTRAL" self.player.health = min(result + self.player.health, PLAYER_MAX_HEALTH) self.messages.append( "You drank a potion and recovered {0} health!".format( result)) self.printScreen() return True else: self.messages.append("You don't have any Potions!") return False # SHIELDING elif decisions[0] == 'c': # is there a shield equipped? shields = self.inventory.get_equipped_defense() if shields: self.playerStance = "DEFENSIVE" self.messages.append("You raised your shield!") return True else: self.messages.append( "You try to raise your shield, only to discover you're not holding one. The {0} looks confused." .format(self.current_enemy.name)) return True # BAD COMMAND else: assert (False and "Invalid command specified") def enemyTurn(self): # enemy will of course hit back damage = int( (float(self.current_enemy.item.strength) * ENEMY_DAMAGE_CONSTANT) * self.current_enemy.next_attack) # player is shielding shield_level = 0 if self.playerStance == "DEFENSIVE": # find the shields the player has #shield_level = self.inventory.get_equipped_defense().strength shield_level = self.inventory.get_defense() self.inventory.check_durability() if self.playerStance == "DEFENSIVE" and self.seerdata.current_block: self.messages.append("You successfully blocked the enemy attack!") else: self.player.damage(damage) damageType = "hit" if not isinstance(self.current_enemy.item, RangedWeapon) else "shoot" self.messages.append("The {0} {2}s you for {1} damage!".format( self.current_enemy.name, damage, damageType)) return True # escape results def _isMssgTooLong(self, currentMessage, messageToAppend): return len(currentMessage + messageToAppend) > 159 def runEvent(self): from ai import USE_AI self.seerdata.generate_encounter(self.inventory.get_defense(), self.escape_chance, self.items_dropped, is_dorf=("DORF" in self.current_enemy.image)) # Combat loop isPlayerTurn = True self.messages = [] if self.player.hiding: self.messages.append("A {0} found your hiding place!".format( self.current_enemy.name)) else: self.messages.append("A {0} appeared!".format( self.current_enemy.name)) self.playerStance = "NEUTRAL" # Assume player will not make a mistake until he does success = True # Is player or enemy using a bow? self.rangedEncounter = False self.current_enemy.next_attack = self.seerdata.get_enemy_attack() self.inventory.next_attack = self.seerdata.get_player_attack() if self.inventory.get_equipped_ranged() or isinstance( self.current_enemy.item, RangedWeapon): self.rangedEncounter = True while not self.current_enemy.isDead() and not self.player.isDead(): self.printScreen() try: if self.rangedEncounter: if self.inventory.get_equipped_ranged(): while not self.playerTurn(): # Loop on invalid moves self.swap_weapon_to = None # Clear swap hand state self.printScreen() self.swap_weapon_to = None # Clear swap hand state if self.inventory.get_equipped_ranged(): self.inventory.next_attack = self.seerdata.get_player_attack( ) elif self.playerStance == 'OFFENSIVE': self.messages.append( "You swing your weapon wildly, but the {0} isn't close enough. The {0} looks confused..." .format(self.current_enemy.name)) self.inventory.check_durability() else: self.messages.append( 'You run closer to the {0}...'.format( self.current_enemy.name)) if not self.current_enemy.isDead() and isinstance( self.current_enemy.item, RangedWeapon): self.enemyTurn() self.current_enemy.next_attack = self.seerdata.get_enemy_attack( ) # Player's move elif isPlayerTurn: while not self.playerTurn(): # Loop on invalid moves self.swap_weapon_to = None # Clear swap hand state self.printScreen() self.swap_weapon_to = None # Clear swap hand state self.inventory.next_attack = self.seerdata.get_player_attack( ) self.inventory.check_durability() # enemy's move else: self.enemyTurn() self.current_enemy.next_attack = self.seerdata.get_enemy_attack( ) # update #self.printScreen() # Bow is only useful on the first turn if self.rangedEncounter: self.rangedEncounter = False if not self.current_enemy.isDead( ) and not self.player.isDead() and not isinstance( self.current_enemy.item, RangedWeapon): self.messages.append( "The {0} runs closer to you...".format( self.current_enemy.name)) else: # Change whose turn it is isPlayerTurn = False if isPlayerTurn else True except Escape as e: self.messages.append("You successfully ran away!") self.printScreen() return # someone died if self.current_enemy.isDead(): self.current_enemy.image = "DEAD_" + self.current_enemy.image self.messages.append("You defeated the {0}!".format( self.current_enemy.name)) self.printScreen() if self.seerdata.get_drop_chance(): self.items_dropped += 1 self.messages.append("The {0} dropped a {1}...".format( self.current_enemy.name, self.current_enemy.item.name)) self.current_enemy.image = "BLANK_ENEMY" items = self.inventory.get_pack() pickupMssg = '[1: Place in MH] [2: Place in OH]' validOptions = [ '1', '2', ] self.messages.append("Would you like to take this with you?") toAppend = '' for i in range(len(items)): # Add 3 because MH and OH are 1 and 2, so indexing starts at 3 validOptions.append(str(i + 3)) toAppend = ' [{0}: Replace {1}]'.format( str(i + 3), items[i]['name']) if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # If Space still in inventory, display "Add to inventory" if self.inventory.has_inventory_space(): validOptions.append('8') toAppend = ' [8: Add to inventory]' if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # Always allowed to ignore items validOptions.append('9') toAppend = ' [9: Ignore]' if self._isMssgTooLong(pickupMssg, toAppend): self.messages.append(pickupMssg) pickupMssg = '' toAppend = toAppend[1:] pickupMssg += toAppend # self.messages.append("[1: Pick up with MH] [2: Pick up with OH] [3: Don't pick up]") self.messages.append(pickupMssg) self.printScreen() y_or_n = self.user.__move__(self.getDataForAI("ITEM")) while y_or_n not in validOptions: self.messages.append("Please enter " + '/'.join(validOptions)) self.printScreen() y_or_n = self.user.__move__(self.getDataForAI("ITEM")) if y_or_n == '1': # pick up item self.inventory.equip_main_hand(self.current_enemy.item) self.printScreen() if not USE_AI: time.sleep(2) elif y_or_n == '2': self.inventory.equip_offhand(self.current_enemy.item) self.printScreen() if not USE_AI: time.sleep(2) elif y_or_n == '8': self.inventory.add_to_pack(self.current_enemy.item) elif y_or_n != '9': # Items in inventory are keys 3-7 self.inventory.replace_item( int(y_or_n) - 3, self.current_enemy.item) elif self.player.isDead(): self.printScreen() if not USE_AI: time.sleep(2) raise Defeat("You have been defeated.") def checkEvent(self): pass random.seed() event_value = random.uniform(0, 1) encounter_chance = 0.03 + BASE_ENEMY_ENCOUNTER_CHANCE * self.danger if self.player.hiding: h_event_value = random.uniform(0, 1) h_encounter_chance = 0.03 + BASE_HIDE_ENCOUNTER_CHANCE * self.hide_danger if h_event_value <= h_encounter_chance: encounter_chance = 1 else: encounter_chance = -1 if STORY_MODE and self.map.stevendorf and not self.map.boss_fight: self.map.boss_fight = True self.current_enemy = self.enemy_factory.generateEnemy( self.level, boss=self.map.stevendorf or self.encounter_sdorf, dorfweap=14) self.runEvent() elif event_value <= encounter_chance and not self.invuln_turns: # spawn an enemy TODO generator self.current_enemy = self.enemy_factory.get_next_enemy() self.runEvent() self.current_enemy = None if self.invuln_turns: self.invuln_turns -= 1 self.player.hiding = False def _update(self, var, start, end, flex): temp_danger = var danger_change = random.randint(0, flex) up_or_down = random.uniform(0, 1) if up_or_down <= DANGER_MODIFIER: temp_danger += danger_change else: temp_danger -= danger_change if temp_danger > end: temp_danger = end elif temp_danger < start: temp_danger = start return temp_danger def update_danger(self): self.dangers.append(self._update(self.dangers[-1], 0, 10, 2)) self.danger = self.dangers.pop(0) self.escape_chances.append( self._update(self.escape_chances[-1], 1, 4, 3)) self.escape_chance = self.escape_chances.pop(0) self.hide_dangers.append(self._update(self.hide_dangers[-1], 0, 10, 2)) self.hide_danger = self.hide_dangers.pop(0) def move(self, direction): if direction == 'HIDE': self.player.hiding = True self.checkEvent() return 1 # is there something on this square? if self.map.canMove(direction): if self.map.mapMove(direction): return 2 self.checkEvent() return 1 return 0
class Game(Widget): temp_text = StringProperty("") temp_textlist = ListProperty(["", "", "", ""]) def gamesetup(self): # Setting up the Event Handler. self.events = EventHandler() self.events.calls["keydown"] = self.key_down self.events.calls["keyup"] = self.key_up self.events.calls["mouseover"] = self.mouse_over self.events.eventsetup() # Setting up the Menu controller. self.menus = Menus(size=self.size) self.menus.menusetup() # Setting up the NPCs. self.npcs = NPCController() self.npcs.controllersetup() # Setting up the Player. self.player = Player() self.player.playersetup(Window.size) self.player.place(Window.center[0], Window.center[1]) # Setting up the Dialogue controller. self.dialogue = Dialogue() self.dialogue.dialoguesetup() # Setting up the world. self.world = World() self.world.worldcenter = self.center self.world.setupworld((768*3, 608*3)) # Adding everything to the Widget stack self.add_widget(self.events) self.world.add_npcs(self.npcs.npcgroup) self.world.add_widget(self.player) self.add_widget(self.world) self.add_widget(self.menus) self.add_widget(self.dialogue) # Centering Screen on the player self.center_screen(0.2) def center_screen(self, delay=0.1): Clock.schedule_once(self.world.center_screen, delay) def update(self, dt): self.menus.update(dt) self.npcs.update(dt) self.player.update(dt) def mouse_over(self, pos): pass def key_down(self, key, mod): if key[1] in ("w", "a", "s", "d", "up", "down", "left", "right"): self.player.keydown(key[1]) elif key[1] == "spacebar": print(self.player.pos, self.player.center) def key_up(self, key): if key[1] in ("w", "a", "s", "d", "up", "down", "left", "right"): self.player.keyup(key[1]) def begin_conv(self, npc): self.dialogue.npc = npc self.dialogue.start_conv() self.menus.menu_on = not self.menus.menu_on def change_top_text(self, txt): """ Top text area contains only one piece of text at a time. """ self.temp_text = txt self.menus.fade_out_top = True def change_bottom_text(self, txtlist): """ Bottom Text contains 4 question areas. """ for num, _ in enumerate(self.menus.bottomtext): try: self.menus.bottomtext[num] = txtlist[num] except IndexError: self.menus.bottomtext[num] = "" self.menus.fade_out_bottom = True
def main(): global SCREEN_WIDTH, SCREEN_HEIGHT, FRAMERATE, BACKGROUND # Set win to current window and setup pygame win = setup(SCREEN_WIDTH, SCREEN_HEIGHT) # Setup pygame clock for framerate clock = pygame.time.Clock() # Define music pygame.mixer.music.load('resources/music.mp3') pygame.mixer.music.play(-1) # Score counter score = 0 # Wave counter wave = 1 # Deaths counter deaths = 0 # Create an empty list for projectiles projectiles = [] # Create an empty list for enemies enemies = [] # Create an empty list for players players = [] # Setup cooldown for shooting shoot_cooldown = 0 # Create an instance of Player (multiple instances are respawns) players.append(Player(x=randint(0, SCREEN_WIDTH - 70), y=410)) # Create an instance of Enemy enemies.append( Enemy(x=randint(0, SCREEN_WIDTH - 70), y=410, start_x=0, end_x=SCREEN_WIDTH)) while True: # Framerate clock.tick(FRAMERATE) if not check_events(): break # Define player as 0th element from array try: player = players[0] except IndexError: deaths += 1 players.append(Player(x=randint(0, SCREEN_WIDTH - 70), y=410)) player = players[0] # Controls if player: shoot_cooldown = controls(player=player, projectiles=projectiles, screen_width=SCREEN_WIDTH - 70, shoot_cooldown=shoot_cooldown, max_shoot_cooldown=8 - (wave // 2)) # Update entities enemies, kills = Enemy.update_all(enemies=enemies, projectiles=projectiles) projectiles = Projectile.update_all(projectiles=projectiles, screen_width=SCREEN_WIDTH) players = Player.update_all(players=players, enemies=enemies) # Update score score += kills # Spawn new enemies if len(enemies) == 0: wave += 1 for n in range(0, randint(wave, round(wave * 1.5))): enemies.append( Enemy(x=randint(0, SCREEN_WIDTH - 70), y=410, start_x=0, end_x=SCREEN_WIDTH)) # Health increse increase = randint(score, score + score * wave // 2) player.max_health += increase player.health += player.max_health // 2 # Draw next frame redraw_game_window(win=win, background=BACKGROUND, score=score, wave=wave, deaths=deaths, player=player, enemies=enemies, projectiles=projectiles)
class Game(DirectObject): """initialize""" def __init__(self): print "______________________" print "Class Main" base.disableMouse() base.camLens.setNear(0.0001) # Setup application self.keys() self.txt = self.info((-1.32, 0.96), title) # Initialize classes self.grid = None self.free_look_camera = None self.avatars = None self.camera_type = "free_look" self.trees = [] # Initialize World self.root = NodePath("rootMain") self.root.reparentTo(base.render) # Initialize Picker self.picker = picker.Picker(self) # Initialize Terrain self.terrain = terrain.Terrain(self, 65, 2.0, 20.0, 'advanced', False) # Initialize Player self.player = Player(Filename("avatars/ralph/ralph.egg.pz")) self.player.reparentTo(base.render) self.player.setScale(0.05) # Initialize Cameras self.free_look_camera = FreeLookCamera() self.first_person_camera = FirstPersonCamera() # Initialize Lights self.lights = lighting.Lighting(self) # Activate Free Look self.free_look_camera.activate() return """info""" def info(self, pos, msg): self.font = base.loader.loadFont(APP_PATH + 'media/fonts/OCR.otf') return OnscreenText(font = self.font, text = msg, style = 1, fg = (1, 1, 1, 1), pos = pos, align = TextNode.ALeft, scale = .035, mayChange = True) """keys""" def keys(self): self.accept('e', self.toggle_wire_frame) self.accept('t', self.toggle_texture) self.accept('r', self.snapshot) self.accept('q', self.switch_camera) self.accept('f', self.grow_tree) self.accept('escape', sys.exit) return def collision_traverse(self, task): base.cTrav.traverse(base.render) def grow_tree(self): picked_object, picked_point = self.picker.pick(0.0, 0.0) if picked_object is None: return else: tree = SimpleTree(0.01, Vec3(0.05, 0.05, 0.2), picked_point) tree.generate() self.trees.append(tree) def snapshot(self): base.screenshot("snapshot") def toggle_wire_frame(self): base.toggleWireframe() def toggle_texture(self): base.toggleTexture() def switch_camera(self): print "Switching Cameras" if self.camera_type == "free_look": self.free_look_camera.deactivate() self.player.activate() self.player.setPos(base.camera.getPos()) self.first_person_camera.activate(False) self.first_person_camera.reset_parent(self.player) base.taskMgr.add(self.collision_traverse, "ctrav-traverse") self.camera_type = "first_person" elif self.camera_type == "first_person": self.player.deactivate() self.first_person_camera.deactivate() self.free_look_camera.activate() base.taskMgr.remove("ctrav-traverse") self.camera_type = "free_look" else: self.player.deactivate() self.first_person_camera.deactivate() self.free_look_camera.activate() base.taskMgr.remove("ctrav-traverse") self.camera_type = "free_look"
class OrcInvader(arcade.Window): def __init__(self, width, height, title): super().__init__(width, height, title) self.set_mouse_visible(False) arcade.set_background_color(arcade.color.ASH_GREY) self.frame_count = 0 self.player_list = None self.player_bullet_list = None self.enemy_list = None self.enemy_bullet_list = None self.player = None self.score = 0 self.current_state = GameState.RUNNING def setup(self): self.player_list = arcade.SpriteList() self.player_bullet_list = arcade.SpriteList() self.enemy_list = Enemies.setup(ENEMY_COUNT) self.enemy_bullet_list = arcade.SpriteList() self.player = Player() self.player_list.append(self.player) def draw_message(self, text, color): arcade.draw_text(text, SCREEN_WIDTH / 2., SCREEN_HEIGHT / 2., color, 54, align="center", anchor_x="center", anchor_y="center") def draw_game(self): self.enemy_list.draw() self.enemy_bullet_list.draw() self.player_list.draw() self.player_bullet_list.draw() output = f"Score: {self.score}" arcade.draw_text(output, 10, 20, arcade.color.WHITE, 14) def on_draw(self): arcade.start_render() self.draw_game() if self.current_state is GameState.PAUSED: self.draw_message("Game Paused", arcade.color.WHITE) elif self.current_state is GameState.GAME_OVER: self.draw_message("Game Over", arcade.color.RED) elif self.current_state is GameState.FINISHED: self.draw_message("WON", arcade.color.GREEN) def update(self, delta_time): if self.current_state is GameState.RUNNING: self.player.update() self.enemy_list.update() hit_list = arcade.check_for_collision_with_list( self.player, self.enemy_list) if hit_list: self.current_state = GameState.GAME_OVER self.enemy_bullet_list.update() self.player_bullet_list.update() if not self.enemy_list: self.current_state = GameState.FINISHED for enemy in self.enemy_list: # use assignment expression once 3.8 is released bullet = enemy.shoot() if bullet: self.enemy_bullet_list.append(bullet) if enemy.top < 0: self.current_state = GameState.GAME_OVER for bullet in self.player_bullet_list: hit_list = arcade.check_for_collision_with_list( bullet, self.enemy_list) if len(hit_list) > 0: bullet.kill() for enemy in hit_list: enemy.kill() self.score += 1 if bullet.bottom > SCREEN_HEIGHT: bullet.kill() for bullet in self.enemy_bullet_list: hit_list = arcade.check_for_collision_with_list( bullet, self.player_list) if hit_list: self.current_state = GameState.GAME_OVER if bullet.top < 0: bullet.kill() def on_key_press(self, key, modifiers): if key == arcade.key.LEFT: self.player.change_x = -MOVEMENT_SPEED elif key == arcade.key.RIGHT: self.player.change_x = MOVEMENT_SPEED elif key == arcade.key.SPACE: self.player_bullet_list.append(self.player.shoot()) elif key == arcade.key.P: self.toggle_pause() elif key == arcade.key.Q: sys.exit() def on_key_release(self, key, modifiers): if key == arcade.key.LEFT or key == arcade.key.RIGHT: self.player.change_x = 0 def toggle_pause(self): if self.current_state is GameState.PAUSED: arcade.start_render() self.current_state = GameState.RUNNING else: arcade.finish_render() self.current_state = GameState.PAUSED