Esempio n. 1
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def gen_stairs(coords, downwards=True):
    x, y = coords

    if downwards:
        stairs_com = actor.com_Stairs()
        stairs = actor.obj_Actor(x,
                                 y,
                                 "stairs",
                                 animation_key="S_DOWNSTAIRS",
                                 stairs=stairs_com)
    else:
        stairs_com = actor.com_Stairs(downwards)
        stairs = actor.obj_Actor(x,
                                 y,
                                 "stairs",
                                 animation_key="S_UPSTAIRS",
                                 stairs=stairs_com)

    globalvars.GAME.current_objects.append(stairs)
Esempio n. 2
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def gen_lamp(coords):
    x, y = coords

    item_com = actor.com_Item()
    return_object = actor.obj_Actor(x,
                                    y,
                                    "DIAMOND",
                                    animation_key="diamond",
                                    depth=constants.DEPTH_ITEM,
                                    item=item_com)
    globalvars.GAME.current_objects.append(return_object)
Esempio n. 3
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def gen_portal(coords):
    x, y = coords

    port_com = actor.com_Portal()
    portal = actor.obj_Actor(x,
                             y,
                             "exit port",
                             animation_key="S_PORTAL_CLOSED",
                             depth=constants.DEPTH_CORPSE,
                             exitportal=port_com)

    globalvars.GAME.current_objects.append(portal)
Esempio n. 4
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def gen_weapon_sword(coords):

    x, y = coords

    bonus = libtcodpy.random_get_int(0, 1, 2)

    equipment_com = actor.com_Equipment(attack_bonus=bonus)

    return_object = actor.obj_Actor(x,
                                    y,
                                    "sword",
                                    animation_key="sword",
                                    depth=constants.DEPTH_ITEM,
                                    equipment=equipment_com)

    return return_object
Esempio n. 5
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def gen_scroll_confusion(coords):
    x, y = coords

    effect_length = libtcodpy.random_get_int(0, 3, 9)

    item_com = actor.com_Item(use_function=magic.cast_confusion,
                              value=effect_length)

    return_object = actor.obj_Actor(x,
                                    y,
                                    "confusion scroll",
                                    animation_key="confusion_scroll",
                                    depth=constants.DEPTH_ITEM,
                                    item=item_com)

    return return_object
Esempio n. 6
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def gen_player(coords):
    global PLAYER
    x, y = coords
    container_com = actor.com_Container()
    creature_com = actor.com_Creature("Mingo",
                                      base_atk=20,
                                      base_def=20,
                                      death_function=death.death_player)
    globalvars.PLAYER = actor.obj_Actor(x,
                                        y,
                                        "Maravinchi",
                                        animation_key="A_PLAYER",
                                        depth=constants.DEPTH_PLAYER,
                                        creature=creature_com,
                                        container=container_com)
    globalvars.GAME.current_objects.append(globalvars.PLAYER)
Esempio n. 7
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def gen_armor_shield(coords):

    x, y = coords

    bonus = libtcodpy.random_get_int(0, 1, 2)

    equipment_com = actor.com_Equipment(defense_bonus=bonus)

    return_object = actor.obj_Actor(x,
                                    y,
                                    "shield",
                                    animation_key="shield",
                                    depth=constants.DEPTH_ITEM,
                                    equipment=equipment_com)

    return return_object
Esempio n. 8
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def gen_scroll_lightning(coords):
    x, y = coords

    damage = libtcodpy.random_get_int(0, 1, 10)
    m_range = libtcodpy.random_get_int(0, 3, 9)

    item_com = actor.com_Item(use_function=magic.cast_lightning,
                              value=(damage, m_range))

    return_object = actor.obj_Actor(x,
                                    y,
                                    "lightning scroll",
                                    animation_key="lightning_scroll",
                                    depth=constants.DEPTH_ITEM,
                                    item=item_com)

    return return_object
Esempio n. 9
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def gen_skeleton(coords):
    x, y = coords
    creature_name = libtcodpy.namegen_generate("demon male")
    creature_com = actor.com_Creature(creature_name,
                                      base_atk=1,
                                      base_def=1,
                                      hp=1,
                                      death_function=death.death_monster)
    ai_com = ai.ai_Chase()
    skeleton = actor.obj_Actor(x,
                               y,
                               "skeleton",
                               animation_key="skeleton",
                               depth=constants.DEPTH_CREATURE,
                               creature=creature_com,
                               ai=ai_com)
    return skeleton
Esempio n. 10
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def gen_scroll_fireball(coords):
    x, y = coords

    damage = libtcodpy.random_get_int(0, 1, 3)
    radius = libtcodpy.random_get_int(0, 1, 3)
    m_range = libtcodpy.random_get_int(0, 3, 9)

    item_com = actor.com_Item(use_function=magic.cast_fireball,
                              value=(damage, radius, m_range))

    return_object = actor.obj_Actor(x,
                                    y,
                                    "fireball scroll",
                                    animation_key="fireball_scroll",
                                    depth=constants.DEPTH_ITEM,
                                    item=item_com)

    return return_object
Esempio n. 11
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def gen_fire_elemental(coords):

    x, y = coords

    creature_name = libtcodpy.namegen_generate("demon male")
    creature_com = actor.com_Creature(creature_name,
                                      base_atk=4,
                                      base_def=0,
                                      hp=4,
                                      death_function=death.death_monster)
    ai_com = ai.ai_Chase()
    fire = actor.obj_Actor(x,
                           y,
                           "fire elemental",
                           animation_key="fire_elemental",
                           depth=constants.DEPTH_CREATURE,
                           creature=creature_com,
                           ai=ai_com)
    return fire
Esempio n. 12
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def gen_healing_sprite(coords):
    x, y = coords
    creature_name = libtcodpy.namegen_generate("demon female")
    creature_com = actor.com_Creature(
        creature_name,
        base_atk=0,
        base_def=0,
        hp=1,
        death_function=death.death_healing_sprite)
    ai_com = ai.ai_Flee()
    item_com = actor.com_Item(use_function=magic.cast_heal, value=2)
    healing_sprite = actor.obj_Actor(x,
                                     y,
                                     "healing sprite",
                                     animation_key="healing_sprite",
                                     depth=constants.DEPTH_CREATURE,
                                     creature=creature_com,
                                     ai=ai_com,
                                     item=item_com)
    return healing_sprite